Do you test your lighting with r_overbrightbits 0

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Do you test your lighting with r_overbrightbits 0

Post by a13n »

This is actually a poll against q3 mappers from a n00b.
Do you test your lighting with r_overbrightbits 0?
And which do you prefer or consider as primary mode, 0 or 1?
If you use unix, how do you test with 1?
Any answer, such as just "No, only 1." would be appreciated.
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Post by $NulL »

I test with both. If shaders look different in each mode, I'll mess with the rgbgens in the shader to try and get them to look similar in both modes.

Edit: Get to know each of the rgbgen parameters, which ones depend on overbrightbits and when they are used as default, when no rgbgen is specified.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

As for default rgbGen, IIRC, "blendFunc add" is "rgbGen identitylighting" though some default shaders specify rgbGen identity even if they are additive blending which I think odd.
And "blendFunc filter" is "rgbGen identity".
Oh, "blendFunc blend" is identitylighting though I never know why they are and the cases of other blending such as "blendFunc GL_DST_COLOR GL_SRC_COLOR" and other uncommon combinations.
Post Reply