Dlight: Difference between revisions
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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.
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{{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}}.}} | ||
== See also == | == See also == |
Revision as of 08:52, 18 November 2024
A dynamic light on a lightmap.








