Closed Flecked42 closed 1 year ago
I'm having trouble repro'ing this, even with a save state provided by @Flecked42 . Having said that, it looks like ambientlight
and shadelight
are not set if the trace from the origin succeeds:
if (!R_LightPoint(ent->origin))
{
vec3_t lpos;
VectorCopy(ent->origin, lpos);
lpos[2] += ent->model->maxs[2] * 0.5f;
ambientlight = shadelight = R_LightPoint(lpos);
}
Maybe this could be the cause?
Never mind, I do see it with vertex lighting off (gl_vertexlights 0
). I've raised a PR which appears to fix the issue: https://github.com/j0zzz/JoeQuake/pull/84
Thanks a lot Matt!
Is the issue present in quakespasm? CC: @andrei-drexler
No I don't believe so. I've checked QS and didnt notice it.
This is from a dev build, not the public 17.4.
https://user-images.githubusercontent.com/90434262/210886752-068db999-a881-42bb-958d-1a0dddba209d.mp4
I assume its from the swinging blades fix https://github.com/j0zzz/JoeQuake/commit/fdd634b42e23751af03f56397b866379b893af97