Texture "map to" Ambient did work now (previous fix) but not for
ambient occlusion yet.
This commit is contained in:
Ton Roosendaal
2009-05-17 10:30:13 +00:00
parent 6dad6bb9bf
commit d4116adf11

View File

@@ -1007,9 +1007,9 @@ static void do_specular_ramp(ShadeInput *shi, float is, float t, float *spec)
/* pure AO, check for raytrace and world should have been done */
void ambient_occlusion(ShadeInput *shi)
{
if((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->mat->amb!=0.0f)
if((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->amb!=0.0f)
sample_occ(&R, shi);
else if((R.r.mode & R_RAYTRACE) && shi->mat->amb!=0.0f)
else if((R.r.mode & R_RAYTRACE) && shi->amb!=0.0f)
ray_ao(shi, shi->ao);
else
shi->ao[0]= shi->ao[1]= shi->ao[2]= 1.0f;
@@ -1020,8 +1020,8 @@ void ambient_occlusion(ShadeInput *shi)
void ambient_occlusion_to_diffuse(ShadeInput *shi, float *diff)
{
if((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX) {
if(shi->mat->amb!=0.0f) {
float f= R.wrld.aoenergy*shi->mat->amb;
if(shi->amb!=0.0f) {
float f= R.wrld.aoenergy*shi->amb;
if (R.wrld.aomix==WO_AOADDSUB) {
diff[0] = 2.0f*shi->ao[0]-1.0f;