Fix model lighting bug

This commit is contained in:
JappaWakka 2023-08-09 19:33:53 +02:00
parent 35c8e8f4c5
commit cbce5512cc
1 changed files with 13 additions and 15 deletions

View File

@ -655,24 +655,22 @@
If Not Me.Model Is Nothing Then
For Each mesh As ModelMesh In Me.Model.Meshes
For Each part As ModelMeshPart In mesh.MeshParts
If part.Effect.GetType().Name.ToLower() = Screen.Effect.GetType().Name.ToLower() Then
With CType(part.Effect, BasicEffect)
Lighting.UpdateLighting(CType(part.Effect, BasicEffect), True)
.Alpha = Me.Opacity
.DiffuseColor = Screen.Effect.DiffuseColor
With CType(part.Effect, BasicEffect)
Lighting.UpdateLighting(CType(part.Effect, BasicEffect), True)
.Alpha = Me.Opacity
.DiffuseColor = Screen.Effect.DiffuseColor
If Not Screen.Level.World Is Nothing Then
If Screen.Level.World.EnvironmentType = P3D.World.EnvironmentTypes.Outside Then
.DiffuseColor *= SkyDome.GetDaytimeColor(True).ToVector3()
End If
If Not Screen.Level.World Is Nothing Then
If Screen.Level.World.EnvironmentType = P3D.World.EnvironmentTypes.Outside Then
.DiffuseColor *= SkyDome.GetDaytimeColor(True).ToVector3()
End If
End If
.FogEnabled = True
.FogColor = Screen.Effect.FogColor
.FogEnd = Screen.Effect.FogEnd
.FogStart = Screen.Effect.FogStart
End With
End If
.FogEnabled = True
.FogColor = Screen.Effect.FogColor
.FogEnd = Screen.Effect.FogEnd
.FogStart = Screen.Effect.FogStart
End With
Next
Next
End If