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!