- addDeluxe *= colorBrightness;\r
-\r
- /* hack land: scale down the radiosity contribution to light directionality.\r
- Deluxemaps fusion many light directions into one. In a rtl process all lights\r
- would contribute individually to the bump map, so several light sources together\r
- would make it more directional (example: a yellow and red lights received from\r
- opposing sides would light one side in red and the other in blue, adding\r
- the effect of 2 directions applied. In the deluxemapping case, this 2 lights would\r
- neutralize each other making it look like having no direction.\r
- Same thing happens with radiosity. In deluxemapping case the radiosity contribution\r
- is modifying the direction applied from directional lights, making it go closer and closer\r
- to the surface normal the bigger is the amount of radiosity received.\r
- So, for preserving the directional lights contributions, we scale down the radiosity\r
- contribution. It's a hack, but there's a reason behind it */\r
- if( bouncing )\r
- {\r
- addDeluxe *= addDeluxeBounceScale;\r
- if( addDeluxe < 0.00390625f )\r
- addDeluxe = 0.00390625f;\r
- }\r
-\r
+ addDeluxe *= colorBrightness;
+
+ /* hack land: scale down the radiosity contribution to light directionality.
+ Deluxemaps fusion many light directions into one. In a rtl process all lights
+ would contribute individually to the bump map, so several light sources together
+ would make it more directional (example: a yellow and red lights received from
+ opposing sides would light one side in red and the other in blue, adding
+ the effect of 2 directions applied. In the deluxemapping case, this 2 lights would
+ neutralize each other making it look like having no direction.
+ Same thing happens with radiosity. In deluxemapping case the radiosity contribution
+ is modifying the direction applied from directional lights, making it go closer and closer
+ to the surface normal the bigger is the amount of radiosity received.
+ So, for preserving the directional lights contributions, we scale down the radiosity
+ contribution. It's a hack, but there's a reason behind it */
+ if( bouncing )
+ {
+ addDeluxe *= addDeluxeBounceScale;
+ if( addDeluxe < 0.00390625f )
+ addDeluxe = 0.00390625f;
+ }
+