(c5f9e6070) Fixed lighting artifacts cause by the LOS changes
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@@ -407,11 +407,11 @@ namespace Barotrauma.Lights
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/// <summary>
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/// <summary>
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/// Returns the segments that are facing towards viewPosition
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/// Returns the segments that are facing towards viewPosition
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/// </summary>
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/// </summary>
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public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments)
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public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments, bool ignoreEdges)
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{
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{
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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if (ignoreEdge[i]) continue;
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if (ignoreEdge[i] && ignoreEdges) continue;
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Vector2 pos1 = vertices[i].WorldPos;
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Vector2 pos1 = vertices[i].WorldPos;
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Vector2 pos2 = vertices[(i + 1) % 4].WorldPos;
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Vector2 pos2 = vertices[(i + 1) % 4].WorldPos;
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@@ -453,7 +453,7 @@ namespace Barotrauma.Lights
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foreach (ConvexHull hull in hulls)
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foreach (ConvexHull hull in hulls)
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{
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{
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hull.RefreshWorldPositions();
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hull.RefreshWorldPositions();
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hull.GetVisibleSegments(drawPos, visibleSegments);
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hull.GetVisibleSegments(drawPos, visibleSegments, ignoreEdges: false);
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}
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}
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//Generate new points at the intersections between segments
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//Generate new points at the intersections between segments
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