Dlight: Difference between revisions
Jump to navigation
Jump to search
Important:In
GoldSrc, 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.
Confirm:This is probably fixed in
Source, which has a vertex normals lump.
Bug:In
GoldSrc, dlights do not work properly on surfaces that aren't set to 1.0 texel scale (a bug inherited from
Quake). This is best demonstrated by the glow from active Quad Damage in
Deathmatch Classic.
This is fixed in
Source, but faces with dense luxel scales can cause performance issues.
SirYodaJedi (talk | contribs) mNo edit summary |
SirYodaJedi (talk | contribs) No edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
{{stub}}{{DISPLAYTITLE:dlight}} | {{stub}}{{DISPLAYTITLE:dlight}} | ||
A dynamic light on a [[lightmap]]. | A dynamic light on a [[lightmap]]. | ||
{{ModernImportant|In {{goldsrc|2}}, | {{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.}} | ||
{{confirm|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|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 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
A dynamic light on a lightmap.









This is fixed in
