Closed bstordeur closed 4 years ago
By design.
What's the reasoning behind this, are there alternatives that I'm missing? These 2 commands are pretty essential to the lighting process while mapping.
Hey @bstordeur. The reason is that it would be quite a bit of extra code because of how Vulkan works and I removed those non user facing features to make it simpler tbh. Same thing with wireframe (although I added that partially) etc.
I don't see OpenGL going away any time soon, so QuakeSpasm should be good enough for mod authors. If that ever changes and the platforms really requires Vulkan it's a different story.
Ok thanks for the explanation, that makes sense. It's always nice to have one engine to handle everything, so that's a bit unfortunate, will stick to QS/QSS for mapping for now, although it was reassuring to see the higher fps in vkQ. :)
@bstordeur r_lightmap has been recently implemented
The "r_fullbright 1" and "r_lightmap 1" console commands don't work in vkQuake, these are pretty handy for debugging while mapping. I looked around for some alternate commands (like I know the filtering doesn't work with same commands as previously) but couldn't find anything.