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T3D 1.1 Beta3 - LightFlares do not play nicely with polysoup interiors and advanced lighting - RESOLVED

by Guy Allard · in Torque 3D Professional · 03/15/2011 (11:18 am) · 4 replies

I've come across an issue where light flares are not showing up inside of buildings when advanced lighting is enabled, but they work fine with basic lighting.

I can reproduce this consistently in the stock FPSExample as shipped:

- Launch the FPSExample

- Load up the Burg level

- Create a point light, raise it up off the walkway and assign a flare type to it

- Notice there's no light flare!

- Switch to basic lighting

- Gasp in awe of the beauty of the light flare!


On another note, I'm noticing that dynamic lights do not affect lightmapped geometry in basic lighting, but do affect lightmapped geometry in advanced lighting. You can notice this in the burg level as you switch between basic and advanced lighting after adding the point light. Is this by design, or is it also a bug?

#1
03/16/2011 (12:12 am)
Greetings!

Logged as THREED-1483. Thanks!

- Dave
#2
04/07/2011 (2:25 pm)
@Guy

I'm not getting it to always be off... it seems like it breaks at certain angles. I suspect its the ray cast fallback that is hitting invisible collision boxes.

If you could please grab the T3D 1.1 Preview build and see if you can reproduce it there.

Still investigating.
#3
04/07/2011 (4:04 pm)
@Guy

I did notice this here... all the LightFlareData datablocks have occlusionRadius set to 0. This forces them to use ray casts and not occlusion queries. See if you have that happening in your build.

Still so far i've not been able to reproduce your case where a flare is not visible in AL, but becomes visible when switching to BL.
#4
05/26/2011 (9:58 am)
Fixed in 1.1 Final.