[quake3-bugzilla] [Bug 4421] New: rgbGen lightingDiffuse doesn't work correctly on world surfaces

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Mon Dec 21 18:42:04 EST 2009


http://bugzilla.icculus.org/show_bug.cgi?id=4421

           Summary: rgbGen lightingDiffuse doesn't work correctly on world
                    surfaces
           Product: ioquake3
           Version: unspecified
          Platform: All
        OS/Version: All
            Status: NEW
          Severity: normal
          Priority: P3
         Component: Video
        AssignedTo: zakk at icculus.org
        ReportedBy: megatog615 at gmail.com
         QAContact: quake3-bugzilla at icculus.org


Using rgbGen lightingDiffuse on a shader stage for a shader that is used in a
level results in either a totally black surface or a surface that is supposedly
lit by diffuse lighting.

I tested this on a map I made that featured a func_rotating entity made up of
brushes. I didn't want to use lightmaps on it, as it would look strange
in-game. I also didn't want to approximate the light as that never turns out
right either. So, I tried rgbGen lightingDiffuse on the shaders for the
func_rotating, and it worked, somewhat. Sometimes it appeared to work, other
times it would turn completely black at random and stay that way for several
seconds.

If this were fixed we could have dynamic lighting on things such as func_door
and func_rotating, instead of having to approximate light or have static
lightmaps on them(which always look strange in motion).

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