[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
----------------------------------------------------------------------------
             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.
-- 
Configure bugmail: https://bugzilla.icculus.org/userprefs.cgi?tab=email
------- You are receiving this mail because: -------
You are the QA contact for the bug.
    
    
More information about the quake3-bugzilla
mailing list