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Unexpected behaviour using compiled shaders and PL lightmaps

by Richard Marrevee · in Torque 3D Professional · 10/02/2014 (3:45 am) · 3 replies

At the moment I have the engine using compiled shader files (by setting $shaders::forceLoadCSF = true in TS and build the engine with TORQUE_ENABLE_CSF_GENERATION defined), but there is an unexpected behaviour when using meshes containing a PureLight Lightmap attached to it (in the Tone Map slot of the material). See the images below. It seems that the brightness of the material is somehow intensified when using the precompiled shader, while this doesn't occur when using the usual shader files.

Does somebody experiencing the same behaviour, or does somebody have a solution/explanation to it?

Thanks in advance.

So here are the images.

games.marrevee.com/images/noCSF.pngThe scene when not using the compiled shader

games.marrevee.com/images/withCSF.pngThe same scene but now using the compiled shader.

Any help is appreciated.

Richard

About the author

Started programming in 1984 on an Oric, when time progressed switched to MSX, Amiga and finally the Windows PC with T3D. Now developing an epic fantasy game: The Master's Eye. Creator of the DoorClass pack and VolumetricFog pack @ richardsgamestudio.com


#1
10/03/2014 (1:34 pm)
Shameless bump :P Anybody?
#2
10/03/2014 (2:40 pm)
Have you checked the lightmap included settings ... or whateer the hel they are called ... in TheLevelInfo and see if it makes a differnce?
#3
10/04/2014 (10:40 am)
@Steve:
Thanks for your reply. I've tried several different settings (in LevelInfo as well in Material or the lights), but I didn't seem to get the same result when using the precompiled shader, which is imho a little bit weird. I think it has something to do with the compiler, I found out that it doesn't like defines in the ShaderData block either (as in the DOF postFX shader).