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fix double offset
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b00315b072
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@ -1180,11 +1180,11 @@ void CNew3D::CacheModel(Model *m, const UINT32 *data)
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shade = ((ix & 0x7F) / 127.f); // this matches the sdk (values are from 0-127 only) and the intensity is clamped to to 0-1
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if (m_vpAmbient > 0) {
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shade = (shade + 1) / 2; // Viewport ambient seems to effect fixed shading somehow. Technically vp ambient can change dynamically, but not an issue in practise. If it was we would need this logic in shader
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shade = (shade + 1) / 2; // Viewport ambient seems to effect fixed shading. Technically vp ambient can change dynamically, but not an issue in practise. If it was we would need this logic in shader
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}
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}
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else {
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shade = (((ix + 128) & 0xFF) / 255.f) + offset; // dirt devils and mag truck, black seems to come out at 50% brightness instead. Still unknown exactly what effects this
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shade = (((ix + 128) & 0xFF) / 255.f); // Step 2+ uses signed or unsigned values for lighting 0-255. Todo finish this logic
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}
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shade += offset;
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