[B4bug] Road Mesh Top Not Lit
by Steve Acaster · in Torque 3D Professional · 07/17/2009 (5:50 pm) · 7 replies

A picture says a thousand words ...
Now if this was a DTS I'd made, I would be thinking an issue with normals.
7900GS
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One Bloke ... In His Bedroom ... Making Indie Games ...
#2
07/27/2009 (11:35 am)
Logged as THREED-586
#3
07/27/2009 (11:51 am)
Just for test, try adding a normal map to the material.
#4
Yes, that's the answer to why my first test using the stock textures failed, and my subsequent testing using my custom materials showed up fine.
07/27/2009 (12:32 pm)
Good idea, Manoel!Yes, that's the answer to why my first test using the stock textures failed, and my subsequent testing using my custom materials showed up fine.
#5
Something is wrong in the prepass when outputting normals from materials without normal maps. From the looks of it, I'd guess something is causing normals to be flipped for some reason.
07/27/2009 (1:03 pm)
This confirms the relation to this bug, then: www.garagegames.com/community/forums/viewthread/96923Something is wrong in the prepass when outputting normals from materials without normal maps. From the looks of it, I'd guess something is causing normals to be flipped for some reason.
#6
08/24/2009 (4:27 pm)
Is anyone still having this bug in beta5 ( It should be fixed ) ?
#7
In Resolved it goes then. (thought I'd put it there already)
08/24/2009 (4:49 pm)
Quick check - works fine in B5. In Resolved it goes then. (thought I'd put it there already)
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edit:
And just to be really awkward ... I've ported my project, set up a new mesh road in a new level ... and the mesh road has no problems.
The RenderMeshExample still does though.