and there was light

This commit is contained in:
iAmAsval 2021-11-25 21:27:27 +01:00
parent eb987195d6
commit 998d8581ff

View File

@ -278,6 +278,8 @@ namespace FModel.ViewModels
PushLod(lod.Sections.Value, lod.Verts, lod.Indices.Value, cam);
break;
}
// bones here
}
private void PushLod(CMeshSection[] sections, CMeshVertex[] verts, FRawStaticIndexBuffer indices, ModelAndCam cam)
@ -325,9 +327,7 @@ namespace FModel.ViewModels
{
m = new CustomPBRMaterial // recreate on ui thread
{
RenderShadowMap = true,
EnableAutoTangent = true,
RenderEnvironmentMap = true,
RenderShadowMap = true, EnableAutoTangent = true, RenderEnvironmentMap = true,
MaterialColor = new Color4(_table[C(index)] / 255, _table[C(index >> 1)] / 255, _table[C(index >> 2)] / 255, 1)
};
});
@ -563,7 +563,7 @@ namespace FModel.ViewModels
material.RenderAmbientOcclusionMap = !material.RenderAmbientOcclusionMap;
material.RenderDisplacementMap = !material.RenderDisplacementMap;
material.RenderEmissiveMap = !material.RenderEmissiveMap;
material.RenderEnvironmentMap = !material.RenderEnvironmentMap;
// material.RenderEnvironmentMap = !material.RenderEnvironmentMap;
material.RenderIrradianceMap = !material.RenderIrradianceMap;
material.RenderRoughnessMetallicMap = !material.RenderRoughnessMetallicMap;
material.RenderShadowMap = !material.RenderShadowMap;