So I'm working on what i'll call a little 'project' for now. I'm trying to do some surface lighting, and its going well so far.
A problem arises when I try to see the surface lit texture in a client with real-time world lighting enabled. I'll use darkplaces to showcase my problem but it is not exclusive to that client.
With real-time world lighting off:
With real-time world lighting on:
It seems that with real-time world lighting the engine is ignoring the _surface aspect of the light entities and just rendering light from its source.
Any help would be much appreciated!
A problem arises when I try to see the surface lit texture in a client with real-time world lighting enabled. I'll use darkplaces to showcase my problem but it is not exclusive to that client.
With real-time world lighting off:
With real-time world lighting on:
It seems that with real-time world lighting the engine is ignoring the _surface aspect of the light entities and just rendering light from its source.
Any help would be much appreciated!
Comment