1. Is the default ILightSceneNode per vertex based ?
2. An odd thing occurs when using ILightSceneNode to illuminate BSP maps. The walls get illuminated well but the floors and ceileings stay dark. The floors and ceilings are one single brush (aka a single mesh). In general large object with a few triangles get illuminated poorly while objects made of many triangles work well. Is there a way to make a big cube illuminate nicely ?
ILightSceneNode questions
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captainkitteh
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ILightSceneNode questions
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