Hello! I have some spotlights that I want to make them cast shadows just sometimes (quality configuration) but I need to look the same in both cases, when enabling shadows they are a lot brighter
I found it to be because of hlms_forward_fade_attenuation_range I tried to added it to the non forward spotlight code but there's no light0Buf.lights[@n].attenuation.w
should that w be passed? or there's another way to calculate a fade_attenuation_range?
thanks!
Casting and non casting lights don't match attenuation
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Re: Casting and non casting lights don't match attenuation
Really? I've never noticed it!
How much difference are we talking about? Do you have a screenshot?
I have scenarios when I have to turn on and off the shadow casting of spotlights (eg. just the lights of the "current car" cast shadows) and I'd like to not see differences (at least not too much).

How much difference are we talking about? Do you have a screenshot?
I have scenarios when I have to turn on and off the shadow casting of spotlights (eg. just the lights of the "current car" cast shadows) and I'd like to not see differences (at least not too much).
Senior programmer at 505 Games; former senior engine programmer at Sandbox Games
Worked on: Racecraft Esport — Racecraft Coin-Op, Victory: The Age of Racing