RESOLVED Basic Light Terrain Lightmap Size
by Steve Acaster · in Torque 3D Professional · 02/11/2010 (8:31 pm) · 6 replies
Okay - you got me, it's not a bug at all, just an opinion.
But I still think that mLightMapSize( 256 ), is tantamount to not having it in at all. 2048 would make much more of a noticeable difference (unless something has massively changed in the way basic lighting works). Around line 120 source/terrain/terrdata.cpp.
APPEARS RESOLVED IN 1.1BETA2 - though I don't see a variable available for tweaking ...
But I still think that mLightMapSize( 256 ), is tantamount to not having it in at all. 2048 would make much more of a noticeable difference (unless something has massively changed in the way basic lighting works). Around line 120 source/terrain/terrdata.cpp.
APPEARS RESOLVED IN 1.1BETA2 - though I don't see a variable available for tweaking ...
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#2
02/17/2010 (11:17 am)
Field on the terrainblock = excellent idea.
#3
Seems to be something with our build. Not getting BL baked shadows, but it is working in the stock build.
03/03/2010 (12:22 pm)
*DELETED*Seems to be something with our build. Not getting BL baked shadows, but it is working in the stock build.
#4
09/08/2010 (8:10 pm)
The lightMapSize field has been added to the terrainBlock in 1.1 Beta 3.
#6
01/10/2011 (2:21 am)
I'm finding that I have to comment out the lightMapSize line in my mission file or the engine crashes in dedicated mode. Anyone else?
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