Replies: 6 comments
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The ones over |
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What I also don't understand is that the light_s/light_t values are clearly sometimes over 255, so how does the packing work? |
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The code needs the offsets ( In other words, it's turning Unrelated to the change, the fact that it measures distance using texels means dynamic light radiuses depend on texel density (it's like that in the original Quake). |
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As far as I know the lightmap texel density is uniform, so that should be ok. I'm just worried that someone at some point will produce a map where this doesn't hold true with newer map tools? |
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I realized we can remove texturemins, so now we have more bits available. |
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Lightmap texel density is tied to texture density, and some maps do adjust it, either for artistic considerations or to save on texture/lightmap space. Example from shib3_drake. This is a single dlight hitting these surfaces. It has always been like this, though engines that do per-pixel dlights avoid this problem. Another related issue is bmodels are lit according to their original position, so when they move (doors, platforms) dlights appear in the wrong places (again, it has always been like this).
GlQuake supported 18x18 at the max, and most maps stick to that (vkQuake 1.20 would print an error if you tried to exceed that, and nobody complained). Anything QuakeSpasm-derived will outright reject >126.
This could be used to raise the indirect vertex limit above 16M, but it's hard to imagine a Quake level hitting it. |
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@temx I have a hard time understanding this change to update_lightmap.comp:
vkQuake/Shaders/update_lightmap.comp
Line 176 in 9b51cae
Why are there modulos on the invocation ID and then after the subtract?
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