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Fixed colored directed light bug by removing old placeholder.

David Piuva il y a 5 ans
Parent
commit
cabcc45574
1 fichiers modifiés avec 2 ajouts et 2 suppressions
  1. 2 2
      Source/SDK/SpriteEngine/lightAPI.cpp

+ 2 - 2
Source/SDK/SpriteEngine/lightAPI.cpp

@@ -65,10 +65,10 @@ void directedLight(const FMatrix3x3& normalToWorldSpace, OrderedImageRgbaU8& lig
 	});
 }
 void setDirectedLight(const OrthoView& camera, OrderedImageRgbaU8& lightBuffer, const OrderedImageRgbaU8& normalBuffer, const FVector3D& lightDirection, float lightIntensity, const ColorRgbI32& lightColor) {
-	directedLight<false>(camera.normalToWorldSpace, lightBuffer, normalBuffer, lightDirection, lightIntensity, ColorRgbI32(255, 255, 255));
+	directedLight<false>(camera.normalToWorldSpace, lightBuffer, normalBuffer, lightDirection, lightIntensity, lightColor);
 }
 void addDirectedLight(const OrthoView& camera, OrderedImageRgbaU8& lightBuffer, const OrderedImageRgbaU8& normalBuffer, const FVector3D& lightDirection, float lightIntensity, const ColorRgbI32& lightColor) {
-	directedLight<true>(camera.normalToWorldSpace, lightBuffer, normalBuffer, lightDirection, lightIntensity, ColorRgbI32(255, 255, 255));
+	directedLight<true>(camera.normalToWorldSpace, lightBuffer, normalBuffer, lightDirection, lightIntensity, lightColor);
 }
 
 static IRect calculateBound(const OrthoView& camera, const IVector2D& worldCenter, OrderedImageRgbaU8& lightBuffer, const FVector3D& lightSpacePosition, float lightRadius, int alignmentPixels) {