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[r424] UDMF "light" sidedef property & upper/lower tex.

Posted: Sat Aug 15, 2009 18:41
by Pink Silver
Spoiler: Screenshot
The screenshot pretty much explains it. The top sidedef (the center area of the top trimming right above the pillar) uses "light = 32" to offset the light level to match the surrounding trim, while keeping the sector a lower light level.

It works fine in software, but it's screwed in OpenGL - It seems the renderer is ignoring the light statement for upper and lower textures and only applying the light offset to the middle texture only. Since the trim is an upper texture, it retains the sector's light level.

Re: [r424] UDMF "light" sidedef property & upper/lower tex.

Posted: Mon Aug 17, 2009 14:21
by Graf Zahl
Demo map, please!

Re: [r424] UDMF "light" sidedef property & upper/lower tex.

Posted: Sun Sep 27, 2009 8:49
by Graf Zahl
I've been waiting for over a month now. Do you want this fixed or not?

Re: [r424] UDMF "light" sidedef property & upper/lower tex.

Posted: Wed Oct 21, 2009 7:31
by Graf Zahl
This was apparently fixed some time ago. It works correctly in the latest versions.