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InsideQC Forums • View topic - Replacing Quake2's RecursiveLightPoint with DarkPlaces'

Replacing Quake2's RecursiveLightPoint with DarkPlaces'

Post tutorials on how to do certain tasks within game or engine code here.

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Replacing Quake2's RecursiveLightPoint with DarkPlaces'

Postby jitspoe » Wed Jun 05, 2013 4:55 am

Last edited by jitspoe on Sun Jun 16, 2013 2:28 am, edited 2 times in total.

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Re: Replacing Quake2's RecursiveLightPoint with DarkPlaces'

Postby leileilol » Fri Jun 07, 2013 10:58 pm

It can also be applied to the software renderer as well.
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Re: Replacing Quake2's RecursiveLightPoint with DarkPlaces'

Postby jitspoe » Mon Jun 10, 2013 6:21 am

I have seen a strange issue with flag models in some maps in Paintball2 after using this. They will be dark at spawn, but if I pick up the flag and drop it, it's fine. I tried moving the starting point for the light trace up a little, as I thought the flag may be spawning slightly in the ground, but that didn't appear to fix it. I'll have to investigate further. I'm wondering if the flag spawn is exactly on a brush split or something causing this oddity.

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Re: Replacing Quake2's RecursiveLightPoint with DarkPlaces'

Postby leileilol » Mon Jun 10, 2013 7:26 am

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Re: Replacing Quake2's RecursiveLightPoint with DarkPlaces'

Postby jitspoe » Tue Jun 11, 2013 2:41 pm

I've tracked down the issue and posted a reply in the thread you linked. In short, it's because the entities are exactly on the edge of the lightmap. I've modified the code with a simple tweak that fixes that particular issue, but it may result in others (haven't seen any yet).

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Re: Replacing Quake2's RecursiveLightPoint with DarkPlaces'

Postby jitspoe » Sun Jun 16, 2013 2:28 am

Updated with another fix for negative values being returned.

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