Lightmaps AND dynamic lights with Q3 level renderer

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elvencode
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Joined: Thu Oct 02, 2003 11:10 am
Location: Italy
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Lightmaps AND dynamic lights with Q3 level renderer

Post by elvencode »

I'd ask if it's possible to show lightmaps in a Q3 level and at the same time have some "normal" lights? I've tried in the 2nd example to add

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	// create light

	node = smgr->addLightSceneNode(0, core::vector3df(0,0,0), 
		video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 600.0f);
	scene::ISceneNodeAnimator* anim = 0;
	anim = smgr->createFlyCircleAnimator (core::vector3df(0,50,0),250.0f);
	node->addAnimator(anim);
	anim->drop();
	
	// attach billboard to light

	node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50));
	node->setMaterialFlag(video::EMF_LIGHTING, false);
	node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
	node->setMaterialTexture(0,	driver->getTexture("../../media/particlewhite.bmp"));
before the rendering loop, but i can only see lightmaps on the walls. looking in the Irrlicht code there're the normal values for the meshes in the BSP file but i dont know if they're used or not :wink:
I need to simulate a torch in the hand of the player that illuminate a little around his position, and i cant do it like a shader of a light on a wall
any ideas? :)
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