(c5f9e6070) Fixed lighting artifacts cause by the LOS changes

This commit is contained in:
Joonas Rikkonen
2019-04-02 12:40:50 +03:00
parent b2c71e92c0
commit 6de0fa4b73
2 changed files with 3 additions and 3 deletions

View File

@@ -407,11 +407,11 @@ namespace Barotrauma.Lights
/// <summary>
/// Returns the segments that are facing towards viewPosition
/// </summary>
public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments)
public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments, bool ignoreEdges)
{
for (int i = 0; i < 4; i++)
{
if (ignoreEdge[i]) continue;
if (ignoreEdge[i] && ignoreEdges) continue;
Vector2 pos1 = vertices[i].WorldPos;
Vector2 pos2 = vertices[(i + 1) % 4].WorldPos;

View File

@@ -453,7 +453,7 @@ namespace Barotrauma.Lights
foreach (ConvexHull hull in hulls)
{
hull.RefreshWorldPositions();
hull.GetVisibleSegments(drawPos, visibleSegments);
hull.GetVisibleSegments(drawPos, visibleSegments, ignoreEdges: false);
}
//Generate new points at the intersections between segments