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
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
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
09/20/2010 (2:28 pm)
Logged as TQA-1124 for the QA team to verify.
#3
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?
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)
Torque Owner Jerry Casian
{(Indie)}