[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.
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