Model Renderer: Drawing GL2 models for psprites; minor cleanup
ModelRenderer now supports rendering models in eye space, while transforming light vectors according to view angles.
Refactored vissprites slightly by adding VisEntityLighting::setupLighting() where the lighting parameters are determined for sprites. (Same function should be used for other objects.)
Cleaned up vispsprite_t by moving common members out of the contained union.
Fine-tuned the model shader with regard to specular reflection behavior when light direction passes behind the surface.
Todo: For more accurate lighting, the world space origins for lights must be made available to the renderer.
Model Renderer: Drawing GL2 models for psprites; minor cleanup
ModelRenderer now supports rendering models in eye space, while
transforming light vectors according to view angles.
Refactored vissprites slightly by adding
VisEntityLighting::setupLighting() where the lighting parameters are
determined for sprites. (Same function should be used for other
objects.)
Cleaned up vispsprite_t by moving common members out of the contained
union.
Fine-tuned the model shader with regard to specular reflection behavior
when light direction passes behind the surface.
Todo: For more accurate lighting, the world space origins for lights
must be made available to the renderer.