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T3D 1.1 beta 2 - VisibleDistance Changes Spec/ Lighting on TSStatics - RESOLVED

by Steve Acaster · in Torque 3D Professional · 08/07/2010 (2:38 pm) · 5 replies

T3D1.1beta2

Windows7 32bit

Target:
Editors->Lighting->Materials->Specular->TsStatic->VisibleDistance

Issue:
Lighting/Specular on TsStatic mesh surfaces change depending on VisibleDistance. note: this mesh was around 1k-1.5k units from origin (just in case it matters)

a.imageshack.us/img190/5237/visdistbug.jpg
Repeat:
In world Editor put in a nice big TsStatic Mesh - dark colours show up better - make sure it has specular on.
BasicSun or scattersky - either way same result
In levelInfo->VisibleDistance, change the values from 100, then 1000, then 2000, then 5000, then 10000.

Suggest:
Specular lighting doesn't change when you alter the view distance

#1
08/07/2010 (4:08 pm)
I second this suggestion but *only for lighting from the *sun.
- of course, point lights and spotlights specular *should* work with light falloff.

@Steve: does it remain acting that way after you exit the world editor ?
#2
08/07/2010 (4:47 pm)
Yeah it remains the same after exiting the world editor and after saving reloading T3D.

update
This seems to be about how far away from origin the meshes are.

Origin is where the sunObject is placed, and the further away the mesh, the more noticeable the change in specular lighting is when you alter VisibleDistance. At "0 0 0", the mesh spec illumination changes are very subtle between 100->1000 and 1000->10000. Not sure if this is the "precision issue" that I kept hearing about last beta, or not...
#3
08/07/2010 (8:12 pm)
Logged for QA team (TQA-751)
#4
09/11/2010 (3:43 am)
Good catch Steve... this is fixed for beta 3.