Comments (3)
This does fix it, although I'm not quite comfortable with it.
The rendering in DP master is quite different than Xonotic 0.8.6 / old DarkPlaces and so my comfort level of this is less because some of the rendering works differently.
What the problem is:
// force lightmap upload on first time seeing the surface
//
// additionally this is used by the later code to see if a
// lightmap is needed on this surface (rather than duplicating the
// logic above)
loadmodel->brushq1.lightmapupdateflags[surfacenum] = true;
loadmodel->lit = true;
This is in Mod_Q1BSP_LoadFaces after we loaded the lighting. loadmodel->lit = true; <---- well, not necessarily
loadmodel->lit = loadmodel->brushq1.lightdata ? true : false; // Baker: Set lit depending on whether we have lightdata
Then what works ... these are mostly in cl_main.c and clvm_cmds.c and csprogs.c is hitting every r_fullbright.integer and adding a check for light data.
Before: if(!r_fullbright.integer)
After: if(!r_fullbright.integer /*0*/ && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit)
Before: if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
After: if (!(ent->flags & RENDER_LIGHT) || (r_fullbright.integer || !r_refdef.scene.worldmodel || !r_refdef.scene.worldmodel->lit) )
Is this the "right" way to do it? I can't say. The old codebase used R_LightPoint to do this check and set ambient/diffuse/etc to 1 if no lightdata.
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Can you share the source for the map?
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I lost it ages ago, but the map decompiles easy with any q1bsp tool. (I forgot to put .map source in it on release, I was so focused on the .qc source). The map was released as gpl 2.
The map source is nothing special. Several cube entities with teleporters if they rise.
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