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Author Topic: What happens when a map has more light sources than the hardware?  (Read 3019 times)

Offline keybounce

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What happens if there are 9 direct lights ("wilderness.bsp") and the hardware supports 8 lights?

Is the behavior consistent -- should the program do the same thing (drop the weakest light, I'd assume) in each case?

Can this be sufficient to explain the lack of proper lighting when GLSL shaders are turned off, yet still give proper lighting with them turned on?

And what effect, if any, would the realtime lighting setting have in that case?

Offline Mattn

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Re: What happens when a map has more light sources than the hardware?
« Reply #1 on: May 27, 2010, 08:01:53 am »
no, those are different lights - the light ents and surface lights are only used to calculate the lightmap (as per trunk) - the max gl lights limit is for dynamic lights, e.g. when you shoot a rocket launcher or fires the flamethrower.