Lights are being cut when using the GL2 renderer. What would cause this?
Here is another shot.
I can’t reproduce this with the plain Quake 3 VMs:
Is the mod you’re using doing anything out of the ordinary, for example projecting its own light textures?
No, but I do have normalmapping/specular/parallax/r_dlightmode 1 all enabled with proper textures. Something your screen doesn’t seem to show there.
r_basenormal set lower then default helps. ~0.2. Setting to 1 makes the cutoff stronger.
Mind passing a link to these textures? With the built-in r_genNormalMaps on I still don’t get the effect you’re seeing.
I will find somewhere to upload them tomorrow. Most are q3 originals ran through ShaderMap pro so I won’t post them publicly but will pm you a link tomorrow sometime.
Edit: Uploading off site now. Will be roughly 5gigs.
That seems excessive, how 'bout just the floor?
Can’t remember which one it is. Clang dark maybe? Base Floor?
Already started that upload but I can grab just the floor as well. At least you can have something other then gennormals to test with.
I got your floor textures, but in the meantime I replaced that texture (clang_dark.tga) with one I made myself:
Edit: I’ve tried using your clangdark_nrm.tga and clangdark_spec.tga now, and I still get a nice circular dynamic light, so I have no idea what’s going on.
Could you dump your lightall fp and vp to text and paste it here for me?
Only thing I have fooled with thus far is adding bindless texturing. I don’t recall doing anything to the shaders other then adding the bindless ext require to them.
But I have been tired lately >.<
My shaders are exactly the same as on github: https://github.com/ioquake/ioq3/tree/master/code/renderergl2/glsl
I must have edited them. My lights were brighter but even with the unmolested glsl shaders, still get a cut off. It doesn’t do it some places and does in others. So not real clear on it but if I find what is causing it then I will necro this thread and post if it was my fault or something else.
This 1080 hasn’t had the greatest luck with drivers either so I am going to run ddu and reinstall. Never know.
Oh, and you mentioned it to me in a PM, but you didn’t instantly necro this thread, so I’ll state it myself.
The issue was the green channel in the normal maps being inverted. There are three possible fixes:
Been busy today