Allow lighting parameters to be set via XNode in ActorFrame. Only diffuse seems to work...
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+8
-7
@@ -99,13 +99,14 @@ void ActorFrame::LoadFromNode( const XNode* pNode )
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pNode->GetAttrValue( "VanishX", m_fVanishX );
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pNode->GetAttrValue( "VanishX", m_fVanishX );
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pNode->GetAttrValue( "VanishY", m_fVanishY );
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pNode->GetAttrValue( "VanishY", m_fVanishY );
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m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting );
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m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting );
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// new lighting values
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// new lighting values (only ambient color seems to work?) -aj
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// Values need to be converted into RageColors, so more work needs to be done...
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RString sTemp1,sTemp2,sTemp3;
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/*
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pNode->GetAttrValue( "AmbientColor", sTemp1 );
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pNode->GetAttrValue( "AmbientColor", m_ambientColor );
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m_ambientColor.FromString(sTemp1);
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pNode->GetAttrValue( "DiffuseColor", m_diffuseColor );
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pNode->GetAttrValue( "DiffuseColor", sTemp2 );
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pNode->GetAttrValue( "SpecularColor", m_specularColor );
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m_diffuseColor.FromString(sTemp2);
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*/
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pNode->GetAttrValue( "SpecularColor", sTemp3 );
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m_specularColor.FromString(sTemp3);
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// Values need to be converted into a RageVector3, so more work needs to be done...
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// Values need to be converted into a RageVector3, so more work needs to be done...
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//pNode->GetAttrValue( "LightDirection", m_lightDirection );
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//pNode->GetAttrValue( "LightDirection", m_lightDirection );
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}
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}
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