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Support for rendering dynamic cubemaps

This commit is contained in:
Jack Andersen
2019-05-31 17:41:01 -10:00
parent 486c925a45
commit 410d7896f7
23 changed files with 372 additions and 54 deletions

View File

@@ -2085,7 +2085,7 @@ void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, co
CGraphics::CProjectionState projState = CGraphics::GetProjectionState();
CModelFlags useFlags = flags;
if (x0_lights.HasShadowLight())
useFlags.m_extendedShader = EExtendedShader::WorldShadow;
useFlags.m_extendedShader = EExtendedShader::LightingCubeReflectionWorldShadow;
CModelFlags beamFlags = useFlags;
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal)
beamFlags = kThermalFlags[int(x310_currentBeam)];