mesh_modern unified all meshes into one calc_point_light path: it applied the bake's half-Lambert wrap to objects (lighting character backs from a torch behind them) and added the sun to EnvCell building shells (warm facade wash). Retail splits these: objects = hardware plain Lambert max(0,N.L) + sun; EnvCell walls = baked wrap, dynamics only, NO sun (minimize_envcell_lighting). Add a per-draw uLightingMode (WbDrawDispatcher=0 object, EnvCellRenderer=1 envcell) selecting the angular term (wrap vs plain Lambert) and gating the sun. Per-light cap + D-1 clamp unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .. | ||
| Audio | ||
| Input | ||
| Net | ||
| Plugins | ||
| Rendering | ||
| Streaming | ||
| UI | ||
| World | ||
| AcDream.App.csproj | ||
| Program.cs | ||
| RuntimeOptions.cs | ||