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Enable deluxe mapping and half-Lambert lighting for BSP + grid lighting #1920
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f3145a9
Cleanup: remove GLShader::MissesRequiredMacros
slipher 3763d81
GL shaders: never build grid deluxe without grid lighting
slipher e0facd7
Use grid deluxe for world with r_lightMode 2
slipher 2cef7e4
Use half-Lambert lighting iff grid lighting is used
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The
!defined(USE_BSP_SURFACE)was because half lambert lighting is supposedly only meaningful on models, it wasn't a convoluted way to select grid lighting.Is it intentional to use half lambert lighting on BSP surfaces as well? Maybe it makes sense because maybe models need half lambert because they are lit with the grid light to begin with.
I want to be sure this is intentional.
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The case where half-Lambert clearly doesn't make sense is with lightmaps, since the lightmap precomputation already considers light bouncing. With grid lighting on the other hand, it seems to me an especially good idea as a way to soften the directionality, since with the way q3map2 works it always picks a direction and attributes lots of light as directed, even if there is roughly the same amount of light from all directions. In my tests with
r_lightMode 2a lot of places that looked bad were fixed by enabling half-Lambert lighting.