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WMO glass transparency for instances, disable interior shadows
- Add case-insensitive "glass" detection for WMO window materials - Make instance (WMO-only) glass highly transparent (12-35% alpha) so underwater scenes are visible through Deeprun Tram windows - Keep normal world windows at existing opacity (40-95% alpha) - Disable shadow mapping for interior WMO groups to fix dark indoor areas like Ironforge
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4 changed files with 23 additions and 7 deletions
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@ -196,6 +196,7 @@ public:
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void setNormalMapStrength(float s) { normalMapStrength_ = s; materialSettingsDirty_ = true; }
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void setPOMEnabled(bool enabled) { pomEnabled_ = enabled; materialSettingsDirty_ = true; }
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void setPOMQuality(int q) { pomQuality_ = q; materialSettingsDirty_ = true; }
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void setWMOOnlyMap(bool v) { wmoOnlyMap_ = v; materialSettingsDirty_ = true; }
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bool isNormalMappingEnabled() const { return normalMappingEnabled_; }
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float getNormalMapStrength() const { return normalMapStrength_; }
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bool isPOMEnabled() const { return pomEnabled_; }
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@ -670,6 +671,7 @@ private:
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bool pomEnabled_ = true; // on by default
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int pomQuality_ = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
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bool materialSettingsDirty_ = false; // rebuild UBOs when settings change
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bool wmoOnlyMap_ = false; // true for dungeon/instance WMO-only maps
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// Rendering state
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bool wireframeMode = false;
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