Comments (3)
I think I know what this is and I don't think it's an easy fix. This probably originated from moving the lightmap calculations to world space instead of texel space.
Thanks for the detailed bug report, that will help.
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This probably originated from moving the lightmap calculations to world space instead of texel space.
I don't think that's related, this is an original Quake limitation where surfs are lit according to their original position. This also affects trains/lifts and doors, but is more visible with rotators since the map compiler places their pivot at 0,0,0 instead of being close to their expected locations.
Options include:
- disable dlights for them (like c870c04 - but guessing which ones are rotators ahead of time is hacky)
- store model index in every surf, upload transform matrices for every model and use them. May be slow, complicates culling, and assumes only one instance per submodel (which is usually true)
- per-pixel lightning. Slow and looks different unless you jump through hoops that would make it even slower
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Interesting, I assumed this was a new bug.
I would probably go for option 2 (transform matrices etc.)
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