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lighting problem since update


dennis
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Basically, here's what's going on:

 

In the OpenGL 2 renderer, each entity can be lit by up to four lights. In the editor, each brush is a separate entity, and dynamic lighting works as you would expect. When the map is loaded in the engine, brush objects are collapsed into model geometry. This has the benefit of making rendering much faster. This is a very common idea in many FPS game engines, because BSP geometry is static, and there is no reason to keep invidividual objects when it's not being edited.

 

Your scene is being collapsed into a few big chunks, which has the benefit of fast rendering. However, the four light rule still holds, and your lighting does not appear the same. It is recommended that you use lightmapped materials for BSP geometry, as these will appear the same in the editor and engine when the objects are collapsed.

 

The OpenGL 4 renderer will use all dynamic lighting that always works the same in the editor and engine.

 

This behavior must have been the same prior to the update, as it has been designed like this since the beginning.

 

--EDIT--

 

Unless your materials actually do use lightmaps. Since you did not provide them, I can't tell if that is the case.

My job is to make tools you love, with the features you want, and performance you can't live without.

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