Daemon
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also collapse heightmap with standalone lightmap stage
Also collapse heightmap with standalone lightmap stage, maybe the same is required with standalone glowmap too. Well, if there is an heightmap, collapse it will all standalone stages.
This to avoid this:
It's better to implement lone heightmap first as implementing lone heightmap may change the design of the engine in the way the fix for this would have to be rewritten.
is it still true? There's no instruction to reproduce
It is still true. To reproduce it easily one may use a map with visible light/shadow limit on a surface with high displacement.
I know I'm repeating myself, but, could it be possible to get exact instructions to reproduce it on opening comment? It'll make it easier for future ourselves (or other contributors!) to check if that can still be reproduced, and how.