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* clean up CLightEnv a bit
* add CLightEnv::m_TerrainShadowTransparency * shadows will let a fraction of diffuse light through * added JS LightEnv objects, so the lighting environment can be changed from the console * new element TerrainShadowTransparency supported in the scenario .xml format, changed cantabrian_generated with an example This was SVN commit r3513.
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@@ -164,7 +164,7 @@ void InstancingModelRenderer::BeginPass(uint streamflags)
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idx = g_Renderer.m_VertexShader->m_InstancingLight_Ambient;
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pglUniform3fvARB(idx, 1, &lightEnv.m_UnitsAmbientColor.X);
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idx = g_Renderer.m_VertexShader->m_InstancingLight_SunDir;
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pglUniform3fvARB(idx, 1, &lightEnv.m_SunDir.X);
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pglUniform3fvARB(idx, 1, &lightEnv.GetSunDir().X);
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idx = g_Renderer.m_VertexShader->m_InstancingLight_SunColor;
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pglUniform3fvARB(idx, 1, &lightEnv.m_SunColor.X);
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