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T3D 1.1 beta3 - Lightmap size cannot be made smaller inside the World Editor - RESOLVED

by Steve Acaster · in Torque 3D Professional · 09/20/2010 (2:03 am) · 7 replies

T3d 1.1beta3

Win7

Editors -> World Editor -> Terrain -> Lightmap Size

Repeat
In World Editor select the terrain and then move the lightmap size up using the up arrow key/button. It goes up nicely in 256/512/1024/etc but doesn't go down - it attempts to drop by a single digit but then fails. Works fine if you type the value in.

Suggest
Make the down value work in jumps of 256/512/1024/2048/can't remember the proper name/etc, like the the up arrow does

Fixed in stock 1.1 Preview 10 april 2011

#1
09/20/2010 (11:46 am)
Wow, didn't even know that T3D 1.1 beta3 was out. Have to gets me some :)
#2
09/20/2010 (2:28 pm)
Logged as TQA-1124 for the QA team to verify.
#3
09/20/2010 (8:55 pm)
Steve, you're frightening!

Thankfully the Bunny Shoe chick will divert my attention soon enough.

I wish you were testing my game, too.

Edit: ... and all these reports are also LOGGED already! How cool is that?
#4
09/21/2010 (5:57 pm)
Bug confirmed and thread title updated.
#5
10/18/2010 (2:32 am)
Edit the following function in terrain/terrData.cpp:

bool TerrainBlock::_setLightMapSize( void *obj, const char *index, const char *data )
{
   TerrainBlock *terrain = static_cast<TerrainBlock*>(obj);

   // Handle inspector value decrements correctly
   U32 mapSize = dAtoi( data );
   if ( mapSize == terrain->mLightMapSize-1 )
      mapSize = terrain->mLightMapSize/2;

   // Limit the lightmap size, and ensure it is a power of 2
   const U32 maxTextureSize = GFX->getCardProfiler()->queryProfile( "maxTextureSize", 1024 );
   mapSize = mClamp( getNextPow2( mapSize ), 0, maxTextureSize );

   if ( terrain->mLightMapSize != mapSize )
#6
10/18/2010 (3:31 am)
Looks like a good fix, Chris. :)
#7
04/12/2011 (11:53 am)
Fixed in 1.1 Final. (Should be fixed in 1.1 Preview as well)