Black Textures/Light Graphical Bug

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Dr Super Good

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Interesting, could you tell me roughly the amount of light sources?
8 per rendered patch. This limit is hard coded into the fixed function graphics API WC3 uses.

If there are more than 8 lights, WC3 uses a victim algorithm to select which 8 of the however many lights get used. However this algorithm is not always accurate at selecting which lights are the most effective on a batch, as such it might discard using the environment light in favour of placed lights.
 
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8 per rendered patch. This limit is hard coded into the fixed function graphics API WC3 uses.

If there are more than 8 lights, WC3 uses a victim algorithm to select which 8 of the however many lights get used. However this algorithm is not always accurate at selecting which lights are the most effective on a batch, as such it might discard using the environment light in favour of placed lights.

Too many light sources. There's a finite number of available light sources (from torches and the like) and it's possible for the main ambient lighting to be overwritten, causing that.

I removed 90% of the light sources, which were caused by 1 building model, but the problem still persists, ive seen many maps with way more light sources and never seen this problem before.
May there be something else causing this? Like for example having too many units in the map or a corrupted model?
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,285
May there be something else causing this?
One could out right turn off the environment light with triggers. One could also be leaking models with lights, eg in the form of items or special effects.
or a corrupted model?
Never known of such a case but seeing how a corrupted model technically falls outside of what WC3 is designed I cannot rule that out as being a cause.
 
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