Hey,
Seems like I figured it out. I just had to increase light radius a bit, and it works!
I'm using ELT_SPOT light that is pointed down (direction 90;0;0) with InnerCone=0 and OuterCone=90.
I also had to compile BSP without "-light" (using just single "-meta").
Search found 5 matches
- Fri Dec 26, 2014 2:48 pm
- Forum: Advanced Help
- Topic: BSP dropping shadows on itself
- Replies: 1
- Views: 910
- Fri Dec 26, 2014 2:06 pm
- Forum: Advanced Help
- Topic: BSP dropping shadows on itself
- Replies: 1
- Views: 910
BSP dropping shadows on itself
Hi, I'm trying to add ILightSceneNode to a Quake 3 BSP octree node using shadow volume nodes. It accepts shadows from Irrlicht nodes correctly (i.e. box node), but I'd like to somehow make the BSP mesh to also drop shadows on itself. Is this possible? I tried to add shadow volume node to map node, b...
- Thu Mar 29, 2012 11:12 am
- Forum: Bug reports
- Topic: classifyPointRelation (and probably getDistanceTo) bug
- Replies: 4
- Views: 823
Re: classifyPointRelation (and probably getDistanceTo) bug
CuteAlien, actually, I totally agree with you about f32s. I used integers just because there was same problem with floats in classifyPointRelation, integers seemed to fix that, but not completely.
- Thu Mar 29, 2012 12:38 am
- Forum: Bug reports
- Topic: classifyPointRelation (and probably getDistanceTo) bug
- Replies: 4
- Views: 823
Re: classifyPointRelation (and probably getDistanceTo) bug
Sorry, i misspelled. I meant it returns ISREL3D_PLANAR. I edited first post.
- Wed Mar 28, 2012 9:48 pm
- Forum: Bug reports
- Topic: classifyPointRelation (and probably getDistanceTo) bug
- Replies: 4
- Views: 823
classifyPointRelation (and probably getDistanceTo) bug
Background: I was trying to create Valve Hammer Editor (used for creating Half-Life-like games maps) .MAP file reader. In this map file, all the blocks (let's speak about paralelepipeds only) are specified by 6 plains by which this block is cut. Every plain has 3 vertexes. These plains' vertexes are...