TGEA 1.7 Bug: Dynamic Terrain Lighting
by Jeff Faust · in Torque Game Engine Advanced · 05/08/2008 (8:50 am) · 2 replies
Dynamic lights on regular terrain are rendering with an intensity that is much too low. Below is a pic comparing identical scenes with identical lights rendered on TGEA 1.7.0 and TGEA 1.0.3.

This is meant to be a bright light, so I believe that the image on the right (TGEA 1.0.3) is more correct. When the same light is used on atlas terrain, the light is bright like the right image here and fairly consistent between 1.7.0 and 1.0.3.
This particular light uses an "Original Advanced" lighting model but the low intensity of 1.7 lighting is the same for all lighting models.

This is meant to be a bright light, so I believe that the image on the right (TGEA 1.0.3) is more correct. When the same light is used on atlas terrain, the light is bright like the right image here and fairly consistent between 1.7.0 and 1.0.3.
This particular light uses an "Original Advanced" lighting model but the low intensity of 1.7 lighting is the same for all lighting models.
About the author
Jeff Faust creates special effects indie middleware and games for Faust Logic. --- Blog: Effectronica.com --- Twitter: @FaustLogic
#2
06/06/2008 (2:31 pm)
If you're saying that the TGEA 1.7.0 lighting is more correct, then the bug moves over to 1.7 Atlas lighting where it looks more like the bright example.
Torque Owner John Kabus (BobTheCBuilder)
I checked out the terrain dynamic lighting and it appears well balanced with interior and mesh lighting.
Based on the washed out terrain dynamic lighting in TSE/TGEA 1.0.x (seen above) it appears the diffuse map supplied to the shader was not the correct terrain blend map (the diffuse looks completely white on my machine), this resulted in TGE 1.4 style washed out dynamic lighting.
TGEA 1.7 is supplying the correct diffuse map to the shader, which results in correct lighting.