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Tracker 3881: Cubemap Lighting Beta

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The question is, do we need to fix all the A/C light materials to explicitly reference the makeIrradiance function, or to to automatically call it behind the scenes?


I would prefer the former as mappers might want to use their own irradiance texture

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Based on Rebb's work to make the Ambient light run it's own light interaction rather than piggy-back on the main light interaction, I have made a patch that allows you to add the "cubicLight" token to

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http://bugs.thedarkmod.com/view.php?id=4902 still needs discussion & decision


There are two cures here.


1) Change the ARB shader to use standard Irradiance maps then "fix" the makeIrradiace (material keyword)

image generator so that it produces proper Irradiance images


2) Have the GLSL shader automatically convert raw cubemap data into something akin to makeIrradiance

in a similar fashion as the ARB shader does.


Ultimately, we would want TDM to natively offer something that can easily convert regular cubemaps to proper

Irradiance images so mappers wont need to do all this:



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