Allow lighting parameters to be set via XNode in ActorFrame. Only diffuse seems to work...

This commit is contained in:
AJ Kelly
2010-02-19 22:44:05 -06:00
parent f42dd5b6af
commit 16dd56bdd3
+8 -7
View File
@@ -99,13 +99,14 @@ void ActorFrame::LoadFromNode( const XNode* pNode )
pNode->GetAttrValue( "VanishX", m_fVanishX );
pNode->GetAttrValue( "VanishY", m_fVanishY );
m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting );
// new lighting values
// Values need to be converted into RageColors, so more work needs to be done...
/*
pNode->GetAttrValue( "AmbientColor", m_ambientColor );
pNode->GetAttrValue( "DiffuseColor", m_diffuseColor );
pNode->GetAttrValue( "SpecularColor", m_specularColor );
*/
// new lighting values (only ambient color seems to work?) -aj
RString sTemp1,sTemp2,sTemp3;
pNode->GetAttrValue( "AmbientColor", sTemp1 );
m_ambientColor.FromString(sTemp1);
pNode->GetAttrValue( "DiffuseColor", sTemp2 );
m_diffuseColor.FromString(sTemp2);
pNode->GetAttrValue( "SpecularColor", sTemp3 );
m_specularColor.FromString(sTemp3);
// Values need to be converted into a RageVector3, so more work needs to be done...
//pNode->GetAttrValue( "LightDirection", m_lightDirection );
}