This must be somewhere...
I have applied dot3 to some of my game's important objects to achieve a very nice pixel-perfect lighting effect, but I still notice some strange slivers popping in from time to time that look like they must be vertex lighting doing its thing.
I would bet that this is two different lighting systems battling with eachother, because I only have one point light in the scene, so it would theoretically only cast one point of light on this flat object. (And definietly not a sliver of it).
The obvious solution is to use EntityShininess, but it looks like that (somewhat thankfully) affects the dot3 lighting as well.
Setting EntityFX FlatShaded to my object also appears to have the same effect to Dot3, so that one is ruled out, too. (Pretty attractive stuff, though... I don't see what people are complaining about anymore; we can still do stuff similar to pixel shaders... we'll just be losing a few extra frames in the process).
So, how can I tell Blitz to turn off its other lighting system on an object?
I have applied dot3 to some of my game's important objects to achieve a very nice pixel-perfect lighting effect, but I still notice some strange slivers popping in from time to time that look like they must be vertex lighting doing its thing.
I would bet that this is two different lighting systems battling with eachother, because I only have one point light in the scene, so it would theoretically only cast one point of light on this flat object. (And definietly not a sliver of it).
The obvious solution is to use EntityShininess, but it looks like that (somewhat thankfully) affects the dot3 lighting as well.
Setting EntityFX FlatShaded to my object also appears to have the same effect to Dot3, so that one is ruled out, too. (Pretty attractive stuff, though... I don't see what people are complaining about anymore; we can still do stuff similar to pixel shaders... we'll just be losing a few extra frames in the process).
So, how can I tell Blitz to turn off its other lighting system on an object?