When using PBR materials and placing a flickering dynamic light with a large secondarySize, the edge of the emitted light gets cut off when looking at it at a distance.
Disabling shadowmaps solves the issue. This did not happen in version 3.5.1.
For reference, this is the light definition:
Code: Select all
lightsizefactor 1.75
flickerlight BIGFIRE
{
color 1.0 0.9 0.0
size 52
secondarySize 58
chance 0.5
offset 0 32 0
attenuate 1
}
Steps to reproduce:
- Load the wad and enter map01
- Walk a few steps back and look to the left, to the light that is being emitted from the fire.
- The flickering bug should be visible at the edge of the light.
When using PBR materials and placing a flickering dynamic light with a large secondarySize, the edge of the emitted light gets cut off when looking at it at a distance.
Disabling shadowmaps solves the issue. This did not happen in version 3.5.1.
For reference, this is the light definition:
[code]
lightsizefactor 1.75
flickerlight BIGFIRE
{
color 1.0 0.9 0.0
size 52
secondarySize 58
chance 0.5
offset 0 32 0
attenuate 1
}
[/code]
Steps to reproduce:
- Load the wad and enter map01
- Walk a few steps back and look to the left, to the light that is being emitted from the fire.
- The flickering bug should be visible at the edge of the light.