Thanks a million for looking at this. Unfortunately there is some known
problem building vrad.dll which I just ran into while trying your fix.
According to the WIKI the copy of raytrace.lib we are given is outdated
and gives these 3 link errors under VS2005:
trace.obj : error LNK2019: unresolved external symbol "public: void
__thiscall RayTracingEnvironment::Trace4Rays(class FourRays const &,union
__m128,union __m128,struct RayTracingResult *,int)"
([EMAIL PROTECTED]@@QAEXABVFourRays@@T__m128@@1PAURayTracingResult@@[EMAIL
PROTECTED])
referenced in function "struct texinfo_s * __cdecl
TestLine_Surface(int,class Vector const &,class Vector const
&,int,bool,int)" (?TestLine_Surface@@YAPAUtexinfo_s@@HABVVector@@[EMAIL
PROTECTED])
raytrace.lib(raytrace.obj) : error LNK2019: unresolved external symbol
"struct __m128 Four_Epsilons" (?Four_Epsilons@@3U__m128@@A) referenced in
function "struct __m128 __cdecl MMReciprocalSaturate(struct __m128)"
(?MMReciprocalSaturate@@YA?AU__m128@@U1@@Z)
raytrace.lib(raytrace.obj) : error LNK2019: unresolved external symbol
"struct __m128 Four_Zeros" (?Four_Zeros@@3U__m128@@A) referenced in function
"struct __m128 __cdecl MMReciprocalSaturate(struct __m128)"
(?MMReciprocalSaturate@@YA?AU__m128@@U1@@Z)
-- Tim Baker
----- Original Message -----
From: "Jay Stelly" [EMAIL PROTECTED]
I vaguely remember fixing this at some point for Orange Box. Checking
the history:
...
I fixed this by adding the line above (src += ...). The starting point
of the trace was in solid due to slightly different tracing on details
vs. non-detail brushes so this just pushes it out slightly along the
normal to avoid starting inside the brush. So the light was casting,
but the detail brushes were effectively shadowing themselves. Note that
vrad has changed a fair amount in general so it's possible that this fix
won't correct the issue by itself in the version of vrad you're using -
but it's also possible that it will fix it - and it's really likely that
the problem you are seeing will go away if you update to the new SDK
when released.
Jay
-----Original Message-----
From: "Tim Baker" <[EMAIL PROTECTED]>
Well that's weird. All func_details are gone after vbsp is run, so vrad
should see them as world geometry. I was fooled by the file
vraddetailprops.cpp in vrad.
The problem I am seeing is that func_details with texlights painted on
them do not cast light. Anyone know why this might happen? texlights
work for brush entities and regular worldspawn geometry.
----- Original Message -----
From: "Tim Baker" <[EMAIL PROTECTED]>
Would it be very difficult to change vrad to respect texlights on
func_details?
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