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materials: Make fallback radiance (used when no BSP radiance given) an explicit attribute #210

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merged 3 commits into from
May 12, 2022

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@res2k res2k commented Apr 14, 2022

The previous approach decided on the fallback radiance value based on whether the emissive image was fake or not.

However, there are cases where having a synthesized emissive texture to be "always emissive" is beneficial -
e.g. the material was sometimes used as an emissive surface, but in other cases manually placed lights were used (and the "BSP radiance" is 0).
Since we don't support point lights, having the surface take over lighting duties here is helpful.

(If you want a practical example: textures/dark_1/0text_59 on xatrix' xswamp map.)

This PR also contains non-related developer and user quality of life changes.

@res2k res2k force-pushed the material-bsp_radiance branch from 15cbada to c8d6aa8 Compare April 18, 2022 23:22
@apanteleev apanteleev merged commit 0664c4c into NVIDIA:master May 12, 2022
@res2k res2k deleted the material-bsp_radiance branch May 12, 2022 11:57
alex-leleka pushed a commit to alex-leleka/Q2RTX that referenced this pull request Jan 24, 2023
Instead of swapping texture 0 with lightmap and disabling lightmapping,
bind white texture to texture 0. Also disable intensity bit. Fixes NVIDIA#210.
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