VReaperV
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:  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...