Comments (1)
I can think of a few reasons why it might be so:
- OpenSource doesn't support HDR lightmaps, it only supports the older format.
- It doesn't support lightstyles (which are used for e.g. different lamps turned on) and will only read the first one.
I'm not in a capacity right now to implement any of the above. So I can offer a temp workaround of just multiplying the lightmap color by some kind of a number > 1 here:
Line 401 in 454773e
E.g.
"vec3 lm = texture2D(u_lightmap, v_lightmap_uv).xyz * 2.f;\n"
Another option would be to disable lightmaps completely:
Line 132 in 454773e
Change it to
ctx->mat->shader = MShader_UnlitGeneric;
from opensource.
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