[FTEQW] Dynamic lights on transparent objects
Posted: Fri Oct 09, 2015 4:39 pm
Hi guys, I'm creating a tree branch shader with transparent leaves.
I've used this guide (which it's overcopied all over the web) for the script creation. Leaves are cool, transparent and look fair.
The problem is tied to dynamic lights in FTEQW(trough dynamiclight_add function added in code, not with regular "light" entities in map editor). When lit by dynamic lights, object with above shader, rimain always fullbright.
I removed also glsl link but it shows a tremendous black silhouette around non-transparent edges, and still it's fullbright
Have someone figured out how to solve this issue?
Thanks a bunch!
Code: Select all
textures/world/tree1leaves1
{
program spike_rtlight
cull none
{
map textures/world/tree1leaves1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GT0
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
The problem is tied to dynamic lights in FTEQW(trough dynamiclight_add function added in code, not with regular "light" entities in map editor). When lit by dynamic lights, object with above shader, rimain always fullbright.
I removed also glsl link but it shows a tremendous black silhouette around non-transparent edges, and still it's fullbright
Have someone figured out how to solve this issue?
Thanks a bunch!