Dlight: Difference between revisions

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{{stub}}{{DISPLAYTITLE:dlight}}
{{stub}}{{DISPLAYTITLE:dlight}}
A dynamic light on a [[lightmap]].
A dynamic light on a [[lightmap]].
{{ModernImportant|In {{goldsrc|2}}, Due to how lightmap smoothing works, dlights will always act flat shaded even on smooth-shaded brush surfaces.
{{ModernImportant|In {{goldsrc|2}}, due to how lightmap smoothing works, dlights will always act flat shaded even on smooth-shaded brush surfaces.
{{code fix|If using a [[custom renderer]], the VERTEXNORMALS or FACENORMALS [[BSPX]] lumps can be used to preserve smoothness data for dynamic lights.}}
{{code fix|If using a [[custom renderer]], the VERTEXNORMALS or FACENORMALS [[BSPX]] lumps can be used to preserve smoothness data for dynamic lights.}}
{{modernConfirm|This is probably fixed in {{src|2}}, which has a vertex normals lump.}} }}
{{confirm|This is probably fixed in {{src|2}}, which has a vertex normals lump.}} }}
{{bug|In {{goldsrc|2}}, dlights do not work properly on surfaces that aren't set to 1.0 texel scale (a bug inherited from {{quake|2}}). This is best demonstrated by the glow from active Quad Damage in {{dmc|2}}.}}
{{bug|hidetested=1|In {{goldsrc|2}}, dlights do not work properly on surfaces that aren't set to 1.0 texel scale (a bug inherited from {{quake|2}}). This is best demonstrated by the glow from active [[item_artifact_super_damage (GoldSrc)|Quad Damage]] in {{dmc|2}}.
<br>This is fixed in {{src|2}}, but faces with dense luxel scales can cause performance issues.}}


== See also ==
== See also ==

Latest revision as of 11:06, 16 April 2025

Stub

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A dynamic light on a lightmap.

Icon-Important.pngImportant:In GoldSrc GoldSrc, due to how lightmap smoothing works, dlights will always act flat shaded even on smooth-shaded brush surfaces.
Cpp.pngCode Fix:If using a custom renderer, the VERTEXNORMALS or FACENORMALS BSPX lumps can be used to preserve smoothness data for dynamic lights.
Confirm:This is probably fixed in Source Source, which has a vertex normals lump.
Icon-Bug.pngBug:In GoldSrc GoldSrc, dlights do not work properly on surfaces that aren't set to 1.0 texel scale (a bug inherited from Quake Quake). This is best demonstrated by the glow from active Quad Damage in Deathmatch Classic Deathmatch Classic.
This is fixed in Source Source, but faces with dense luxel scales can cause performance issues.

See also