turn off broken lighting

This commit is contained in:
David Rose 2002-03-28 02:43:16 +00:00
parent e25f7fac4e
commit 2df01768f0

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@ -4264,6 +4264,7 @@ apply_fog(Fog *fog) {
// Description: // Description:
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::apply_light( PointLight* light ) { void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
#if 0
// The light position will be relative to the current matrix, so // The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better // we have to know what the current matrix is. Find a better
// solution later. // solution later.
@ -4289,6 +4290,7 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
alight.Attenuation2 = light->get_quadratic_attenuation(); alight.Attenuation2 = light->get_quadratic_attenuation();
HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight); HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
#endif
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
@ -4297,6 +4299,7 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
// Description: // Description:
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) { void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
#if 0
// The light position will be relative to the current matrix, so // The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better // we have to know what the current matrix is. Find a better
// solution later. // solution later.
@ -4323,6 +4326,7 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight); HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
// scrn.pD3DDevice->LightEnable( _cur_light_id, TRUE ); // scrn.pD3DDevice->LightEnable( _cur_light_id, TRUE );
// scrn.pD3DDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); // scrn.pD3DDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
#endif
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
@ -4331,6 +4335,7 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
// Description: // Description:
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::apply_light( Spotlight *light ) { void DXGraphicsStateGuardian::apply_light( Spotlight *light ) {
#if 0
// The light position will be relative to the current matrix, so // The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better // we have to know what the current matrix is. Find a better
// solution later. // solution later.
@ -4361,6 +4366,7 @@ void DXGraphicsStateGuardian::apply_light( Spotlight *light ) {
alight.Attenuation2 = (float)light->get_quadratic_attenuation();// quadratic alight.Attenuation2 = (float)light->get_quadratic_attenuation();// quadratic
HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight); HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
#endif
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
@ -4656,6 +4662,7 @@ issue_render_mode(const RenderModeTransition *attrib) {
// Description: // Description:
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::issue_light(const LightTransition *attrib ) { void DXGraphicsStateGuardian::issue_light(const LightTransition *attrib ) {
#if 0
nassertv(attrib->get_default_dir() != TD_on); nassertv(attrib->get_default_dir() != TD_on);
// Initialize the current ambient light total and currently enabled // Initialize the current ambient light total and currently enabled
@ -4747,6 +4754,7 @@ void DXGraphicsStateGuardian::issue_light(const LightTransition *attrib ) {
call_dxLightModelAmbient(_cur_ambient_light); call_dxLightModelAmbient(_cur_ambient_light);
enable_color_material(true); enable_color_material(true);
} }
#endif
} }
/* /*