[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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