Lights and surfaces

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Jabberwock
Posts: 12
Joined: Sun May 17, 2009 1:54 am

Lights and surfaces

Post by Jabberwock »

I know that in Q4 it was important to divide the brushes adequately so as keep the brush surfaces from being hit by too many lights. Is this also important in Q3?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Lights and surfaces

Post by obsidian »

No. The issue with Q4 was that with each additional light that affects a brush, it would add one extra rendering pass to the surface so many rendering passes would be a performance issue.

Q3 uses a completely different lighting system that is calculated during compile time. Lots of complex interacting lights in Q3 may increase compile time but has no direct effect on in-game performance.

There may be rare situations where you are required to split very large brushes down into smaller chunks to deal with limited size lightmap pages, but those are rare in common use. Perhaps only occurring with increased lightmap resolutions such as with "normal mapped" surfaces.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Jabberwock
Posts: 12
Joined: Sun May 17, 2009 1:54 am

Re: Lights and surfaces

Post by Jabberwock »

Okay that clears things up. Thank you.
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