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

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Tue Feb 8 11:09:24 EST 2011


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

gimhael <matthias.bentrup at googlemail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |matthias.bentrup at googlemail
                   |                            |.com

Thilo Schulz <arny at ats.s.bawue.de> changed:

           What    |Removed                     |Added
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             Status|NEW                         |RESOLVED
                 CC|                            |arny at ats.s.bawue.de
         Resolution|                            |WONTFIX

--- Comment #1 from gimhael <matthias.bentrup at googlemail.com> 2010-03-09 12:18:47 EST ---
You should get consistent diffuse lighting when you call 

R_SetupEntityLighting( &tr.refdef, ent );

before R_DlightBmodel(...) in R_AddBrushModelSurfaces, but the renderer will
only use a single light intensity and direction for the whole model, so it is
best not used on large models.

--- Comment #2 from Thilo Schulz <arny at ats.s.bawue.de> 2011-02-08 11:09:18 EST ---
Reopen this bug when you provide a testmap where I can test this problem. Until
then close.

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