It's difficult to understand flickering with just an image(!) but trust me. The effect is very strong with low brightness lights
this is v5220
this is v5221
You could say: uhm..they're quite..they're the same!!
No, because the effect goes away when I switch to Windows snapshot tool to take the picture(alt + tab in fullscreen mode), in this case light seems normal
take a look instead when I use windowed mode with vid_fullscreen_standalone 0(that, for some reason, it doesn't work anymore when set in .cfgs)
The issue is quite obvious: light it's overbright
This is an empty csqc-only project with just this minimum code
Code: Select all
entity testobj;
void CSQC_Init(float apilevel, string enginename, float engineversion)
{
testobj = spawn();
setorigin(testobj,[0,0,128]);
precache_model("models/cube.iqm");
setmodel(testobj,"models/cube.iqm");
testobj.drawmask = MASK_ENGINE;
}
//
void CSQC_WorldLoaded(){}
noref float CSQC_ConsoleCommand(string cmd){return TRUE;}
float CSQC_InputEvent(float evtype, float scanx, float chary, float devid){return 0;}
void CSQC_Input_Frame(){}
//
void CSQC_UpdateView(float vwidth, float vheight, float notmenu)
{
clearscene();
setviewprop(VF_ORIGIN,[-400,0,400]);
setviewprop(VF_ANGLES,[45,0,0]);
setviewprop(VF_PERSPECTIVE,TRUE);
setviewprop(VF_DRAWCROSSHAIR,FALSE);
dynamiclight_add([-300,0,400],1000,[0.1,0.1,0.1],0,"",0);
addentities(MASK_ENGINE);
renderscene();
}
Code: Select all
cubemat
{
program defaultwall
diffusemap textures/env/red.tga
}