Fun with Darkplaces

It’s probably good to write down some stuff that I discover on the way, so here it goes.

Darkplaces combines lightmaps to speed up rendering.
Q1 compilers match lightmap scale with texture scale.
So if a map uses rescaled textures the combined lightmaps are applied wrongly (and notice that the wall is rescaled, not the wood) . Something to keep in mind… and hopefully a fix or switch will be implemented.

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Also gl_lightmaps 1 is pretty handy and cool looking.

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