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Automatic merge of T1.5.1-1695-gade019506 and 17 pull requests
- Pull request #570 at 429f587: glTF 2.0 support with PBR lighting - Pull request #900 at 4629736: DMI in 3D cab + two more dials - Pull request #1030 at d3ae4a2: Refactor settings, in prep for settings exporter - Pull request #1045 at cc4d53c: Bugfix: Empty Start Time for Explore, and other issues loading from Menu Selection and Content Routes - Pull request #1052 at 5bbc476: Content Manager: Add axle count, and lowest derail force - Pull request #1062 at de91cc4: Train Forces popup Window. - Pull request #1064 at 9b3415e: Add Train Info tab to Help window (F1) - Pull request #1066 at 62c89c1: Log derailment, using TraceInformation. - Pull request #892 at 1f5ba4c: Signal Function OPP_SIG_ID_TRAINPATH - Pull request #1000 at d8d9709: Locomotive operation from control car - Pull request #1029 at 92c74ef: Superelevation Follow Up Fixes - Pull request #1057 at 50c3789: Switchable brake system - Pull request #1069 at 3f153f0: Mouse wheel control only with Alt – Followup for #1051 - Pull request #1070 at f818e40: Fix a NullReferenceException in TCS scripts - Pull request #1055 at 5c78967: Route Based TTrack Sounds - Pull request #896 at f1681df: First implementation of https://blueprints.launchpad.net/or/+spec/specific-sounds-for-ai-trains - Pull request #1049 at 4dd8c4f: Re-organise document storage and access
19 parents c46279a + ade0195 + 429f587 + 4629736 + d3ae4a2 + cc4d53c + 5bbc476 + de91cc4 + 9b3415e + 62c89c1 + 1f5ba4c + d8d9709 + 92c74ef + 50c3789 + 3f153f0 + f818e40 + 5c78967 + f1681df + 4dd8c4f commit b1de692

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Source/RunActivity/Viewer3D/Lights.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -276,9 +276,9 @@ public void PrepareFrame(RenderFrame frame, ElapsedTime elapsedTime)
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LightConeDistance = 2 * MathHelper.Lerp(ActiveLightCone.Distance1, ActiveLightCone.Distance2, ActiveLightCone.Fade.Y);
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LightConeOuterAngle = MathHelper.Lerp(ActiveLightCone.Angle1, ActiveLightCone.Angle2, ActiveLightCone.Fade.Y);
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var lightConeColor = Vector4.Lerp(ActiveLightCone.Color1, ActiveLightCone.Color2, ActiveLightCone.Fade.Y);
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LightConeColor = new Vector3(lightConeColor.X, lightConeColor.Y, lightConeColor.Z) * lightConeColor.W;
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LightConeColor = new Vector3(lightConeColor.X, lightConeColor.Y, lightConeColor.Z);
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frame.AddLight(LightMode.Spot, LightConePosition, LightConeDirection, LightConeColor, RenderFrame.HeadLightIntensity, LightConeDistance, 0, LightConeOuterAngle, ActiveLightCone.Fade.X, false);
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frame.AddLight(LightMode.Spot, LightConePosition, LightConeDirection, LightConeColor, RenderFrame.HeadLightIntensity * lightConeColor.W, LightConeDistance, 0, LightConeOuterAngle, ActiveLightCone.Fade.X, false);
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}
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else
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{

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