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Rotating brushes receive light from dynamic lights near (0, 0, 0)Β #678

@maikmerten

Description

@maikmerten

Describe the bug
In the "mg1"-campaign (Dimension of the Machine) rotating bmodels receive dynamic lights originating near (0, 0, 0). This is very visible in the "hub"-map, as that map contains a decorative lava pool with lava balls that emit dynamic lights. The light emitted there affect all rotating brushes in the map. Also dlights (e.g. muzzle flashes) originating near the rotating brushes don't affect these brushes.

To Reproduce
Start vkQuake with "-game mg1 +map hub". Observe the various spinning bmodels.

Expected behavior
Rotating brushes should only receive dynamic lights from sources near their actual position. Instead they receive dynamic lights from near (0,0,0).

Screenshots
A video of rotating bmodels receiving dynamic lights from near-(0,0,0)

Desktop (please complete the following information):

  • OS: Ubuntu Linux, 22.04 LTS
  • AMD Radeon Vega Graphics (integrated GPU)
  • Mesa 22.2.5

Mod
Dimension of the Machine (mg1)

Additional context
bmodels in Quake usually have an initial origin at (0,0,0), with QuakeC then moving things around.

This is the QuakeC-code that handles rotating brushes in mg1: https://github.com/id-Software/quake-rerelease-qc/blob/main/quakec_mg1/rotate.qc

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