lightmapFilterRadius and surfacelights
Posted: Wed May 04, 2005 4:34 pm
Cross posted from SplashDamage Q3Map2 Support Forums, but doesn't seem as if many people are there anymore:
http://www.splashdamage.com/index.php?n ... ic&t=11910
http://www.splashdamage.com/index.php?n ... ic&t=11910
Maybe I'm doing something silly, or maybe something else, but I can't seem to get lightmapFilterRadius working with ordinary surfacelights.
Part of the shader:
Code: Select all
textures/obsidian_purity/light { q3map_backSplash 0 8 q3map_lightRGB 1 1 1 q3map_lightSubdivide 64 q3map_lightmapFilterRadius 0 8 q3map_surfaceLight 3000 surfaceparm nomarks { ... texture stages } }
Currently, I don't get any filtering at all, it's as if I didn't have lightmapFilterRadius at all. IIRC, it does work on surfacelights as well as sun/sky lights.I tried adding q3map_lightmapFilterRadius to the shadow receiving surface (all the non-light emitting textures) and it seems to work, but this isn't a good idea since it means that basically all surfaces in the map will have filtered lightmap shadows, whereas adding it to the surfacelight shaders will mean that only surfaces within range of the surfacelight will be filtered.