Using the vanilla clients for both games, I noticed that Quake has far better dynamic lights than Quake 2. Firing a rocket across a corridor will produce a smooth round light falloff in the former game, while it looks jaggy in the latter.
How do dynamic lights work in Quake? All I can find info on is that the surfaces are cached, at least in the software renderer, but that doesn't really explain how light interacts in the first place.
How do dynamic lights work in Quake? All I can find info on is that the surfaces are cached, at least in the software renderer, but that doesn't really explain how light interacts in the first place.
Comment