Commented out "USE_SELF_LIGHT" because the lack of an alpha channel in many specular textures may cause problems on some systems. Per discussion with historicbruno.

This was SVN commit r12609.
This commit is contained in:
Michael D. Hafer 2012-09-02 21:36:28 +00:00
parent b9efc49c88
commit c518ad6834
11 changed files with 11 additions and 11 deletions

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@ -12,7 +12,7 @@
<define name="USE_NORMAL_MAP" value="1"/>
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<define name="USE_AO" value="1"/>

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@ -12,7 +12,7 @@
<define name="USE_NORMAL_MAP" value="1"/>-->
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<define name="USE_AO" value="1"/>

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@ -12,7 +12,7 @@
<define name="USE_NORMAL_MAP" value="1"/>
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<!--<define name="USE_AO" value="1"/>-->

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@ -12,7 +12,7 @@
<define name="USE_NORMAL_MAP" value="1"/>-->
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<!-- Settings for effects above:
First value: Normal mapping intensity.

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@ -10,7 +10,7 @@
<define name="USE_NORMAL_MAP" value="1"/>
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<define name="USE_AO" value="1"/>

View File

@ -10,7 +10,7 @@
<define name="USE_NORMAL_MAP" value="1"/>
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<define name="USE_AO" value="1"/>

View File

@ -10,7 +10,7 @@
<define name="USE_NORMAL_MAP" value="1"/>
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<!--<define name="USE_AO" value="1"/>-->

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@ -4,7 +4,7 @@
<alternative material="player_trans.xml" quality="1"/>
<define name="USE_PLAYERCOLOR" value="1"/>
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<!-- Settings for effects above:
First value: Normal mapping intensity.

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@ -4,7 +4,7 @@
<alternative material="player_trans.xml" quality="1"/>
<define name="USE_PLAYERCOLOR" value="1"/>
<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<!-- Settings for effects above:
First value: Normal mapping intensity.

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@ -34,7 +34,7 @@
transparency being no self-illumination.
COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
<define name="USE_SELF_LIGHT" value="0"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
The model must provide a second, non-overlapping set of UV coordinates.

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@ -33,7 +33,7 @@
transparency being no self-illumination.
COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
<define name="USE_SELF_LIGHT" value="0"/>
<!-- <define name="USE_SELF_LIGHT" value="1"/> -->
<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
The model must provide a second, non-overlapping set of UV coordinates.