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InsideQC Forums • View topic - problem with a qsg tut

problem with a qsg tut

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problem with a qsg tut

Postby hondobondo » Fri Jun 18, 2010 9:39 pm

I got something that i've tried to fix on my own but i'm completely stuck. I added colored dynamic lighting and static lighting to the engine, and i got nearly everything working ok along with cel shading, but when I used the quake standards group tut on dynamic entity lighting i added a bug that makes all the models really dark unless lit directly by some dynamic light or colored light. the ambient white lights don't seem to light up the models.

GL_DrawAliasBlendedFrame in gl_rmain.c
l[i] = shadelight[i] * ( shadedots[verts1->lightnormalindex] + (blend * d[0]) ); // shade as usual

if i change shadelight[i] to shadelight[3] the models are lit, but not colored. if i leave it shadelight[i] they're colored but not lit by ambient light.

no idea what to do

hondobondo
 
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Postby Spike » Fri Jun 18, 2010 9:52 pm

there's no ambient light term
the front will be lit, but anything facing away from the light will be pure black.
.
Spike
 
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Postby mh » Fri Jun 18, 2010 10:44 pm

User avatar
mh
 
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