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turn off broken lighting

David Rose 24 years ago
parent
commit
2df01768f0
1 changed files with 8 additions and 0 deletions
  1. 8 0
      panda/src/dxgsg8/dxGraphicsStateGuardian8.cxx

+ 8 - 0
panda/src/dxgsg8/dxGraphicsStateGuardian8.cxx

@@ -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
 }
 }
 
 
 /*
 /*