nvidia fix, soft shadows
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@@ -604,6 +604,7 @@ Light::Light(const QVector3D & p, const QColor & c, float i): AimedObject(), sha
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angle_start = angle_end = 90.;
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decay_linear = decay_quadratic = decay_start = 0.;
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decay_const = decay_end = 1.;
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size = 0.1;
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setPos(p);
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setDirection(0, 0, -1.);
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}
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@@ -673,7 +674,8 @@ QDataStream & operator<<(QDataStream & s, const ObjectBase * p) {
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.add(107, l->decay_start)
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.add(108, l->decay_end)
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.add(109, int(l->light_type))
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.add(111, l->distance());
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.add(111, l->distance())
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.add(112, l->size);
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}
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if (p->type_ == ObjectBase::glCamera) {
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// qDebug() << "place camera ...";
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@@ -792,6 +794,9 @@ QDataStream & operator>>(QDataStream & s, ObjectBase *& p) {
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case 111:
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if (l) l->setDistance(cs.getData<double>());
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break;
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case 112:
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if (l) l->size = cs.getData<double>();
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break;
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case 200:
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if (c) c->setAim(cs.getData<QVector3D>());
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break;
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