VReaperV

Results 524 comments of VReaperV

> Or alternatively try it with lightmapping instead (the other tree seems to work well with lightmapping). That'd probably be the easiest solution assuming it works, just a shader change.

So I was able to get this result after tweaking the shader: ![Image](https://github.com/user-attachments/assets/a352f38c-8e9c-4a17-9a7b-8dbe7aa3fe92) However, I cannot get that result anymore. The engine sets the lighting mode for this tree to...

> That screenshot looks like the tree is fullbright, so yes the bug can't be seen. > > What I noticed is that the bug appears when we use light...

Or is it the other way around: q3map2 couldn't light it, and so wrote that surfaceparm?

Then maybe that's why it does not create a lightmap for it?

> It is probably done intentionally to use the lightgrid instead and save on generating a lightmap for all the surfaces. Now, it makes me doubt about what we do...

Tabs are a bad idea. Use the armoury menu for any length of time to see why.

> What we can do is detect if the main engine binary is missing and/or detect that the process failed to start, as per #109. That sounds reasonable.

> What happens in a multi-stage shader? Would you only be able to see the last stage? Yeah, only the last stage. I can add a cvar to make it...

> What happens in a multi-stage shader? Would you only be able to see the last stage? I've now added `r_profilerRenderSubGroupsStage`. When set to 0 or more, it will only...