problem with a qsg tut
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problem with a qsg tut
I got something that i've tried to fix on my own but i'm completely stuck. I added colored dynamic lighting and static lighting to the engine, and i got nearly everything working ok along with cel shading, but when I used the quake standards group tut on dynamic entity lighting i added a bug that makes all the models really dark unless lit directly by some dynamic light or colored light. the ambient white lights don't seem to light up the models.
GL_DrawAliasBlendedFrame in gl_rmain.c
l[i] = shadelight[i] * ( shadedots[verts1->lightnormalindex] + (blend * d[0]) ); // shade as usual
if i change shadelight[i] to shadelight[3] the models are lit, but not colored. if i leave it shadelight[i] they're colored but not lit by ambient light.
no idea what to do
http://www.moddb.com/members/hondobondo/downloads/superduper-quake-engine-092
GL_DrawAliasBlendedFrame in gl_rmain.c
l[i] = shadelight[i] * ( shadedots[verts1->lightnormalindex] + (blend * d[0]) ); // shade as usual
if i change shadelight[i] to shadelight[3] the models are lit, but not colored. if i leave it shadelight[i] they're colored but not lit by ambient light.
no idea what to do
http://www.moddb.com/members/hondobondo/downloads/superduper-quake-engine-092
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
there's no ambient light term
the front will be lit, but anything facing away from the light will be pure black.
the front will be lit, but anything facing away from the light will be pure black.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Oh, there's lots of problems with those QSG light tutorials. I could work over them and make a fixed coloured light version of BJP in maybe half an hour, but it's late and I'm tired. 
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mh - Posts: 2292
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