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