-I'm compiling them from CaWE which is using those command line options by default -say, -fast and -StopUE 0.1.
-I'm using the /J compiler switch in every library, DLL or app of Cafu.
-CaBSP and CaPVS are proven working right, I compared the output of these against the ones of the SCons generated and is the same.
-But there are differences in the output of Calight (i pointed out them in the following code):
SCons generated CaLight:
Code: Select all
COMPLETED. 0: 0: 0
Map compilation: Running command 'CaLight.exe "Games\DeathMatch\Worlds\Test.cw" -gd=Games\DeathMatch\ -fast'
*** Cafu Lighting Utility, Version 3 (Nov 5 2010) ***
Warning: Failed to open ZIP archive Games/DeathMatch/Textures/TechDemo.zip
Registering archive "Games/DeathMatch/Textures/SkyDomes.zip".
Loading World 'Games\DeathMatch\Worlds\Test.cw'.
- BlockSize is 5x5.
- StopUE is 1.000.
- I will NOT ask you for more.
- BlockSize for direct lighting is 5x5.
*** Initialize Patches *** 0: 0: 0
# patches allocated: 27272
Patch coords and sunlight information calculated.
Sunlight smoothed.
*** Initialize PatchMeshesPVS matrix *** 0: 0: 1
PatchMeshes: 6
Bytes allocated for PatchMeshesPVS matrix: 8
WARNING: NON-TRIVIAL PVS INFORMATION REQUIRED FOR SENSIBLE LIGHTING!
[You may choose to ignore this warning, but lighting will take much longer.]
# matrix elements set to 'PARTIAL': 36 (100.000%)
Still 'PARTIAL' after 1st optimization pass: 30 ( 83.333%)
*** PHASE I - performing direct lighting *** 0: 0: 1
1. # area light sources: 0
2. # point light sources: 1
*** PHASE II - performing bounce lighting *** 0: 0: 1
Info: 0 calls to RadiateEnergy() caused 0 potential divergency events.
*** Tone Reproduction (Ward97) *** 0: 0: 1
MinBrightness: -9.21034
MaxBrightness: -9.21034
*** Post-Process Borders *** 0: 0: 1
Borders completed. 0 patches modified in 2nd part.
*** Write Patch values back into LightMaps *** 0: 0: 2
*** Creating entity lightmaps *** 0: 0: 2
*** Saving World *** 0: 0: 2
Games\DeathMatch\Worlds\lala.cw
COMPLETED. 0: 0: 2
Code: Select all
COMPLETED. 0: 0: 0
Map compilation: Running command 'CaLight.exe "Games\DeathMatch\Worlds\Test.cw" -gd=Games\DeathMatch\ -fast'
*** Cafu Lighting Utility, Version 3 (Nov 5 2010) ***
Warning: Failed to open ZIP archive Games/DeathMatch/Textures/TechDemo.zip
Registering archive "Games/DeathMatch/Textures/SkyDomes.zip".
Loading World 'Games\DeathMatch\Worlds\Test.cw'.
- BlockSize is 5x5.
- StopUE is 1.000.
- I will NOT ask you for more.
- BlockSize for direct lighting is 5x5.
*** Initialize Patches *** 0: 0: 0
# patches allocated: 0 // <- This number is different, should it be 27272 or something?
Patch coords and sunlight information calculated.
Sunlight smoothed.
*** Initialize PatchMeshesPVS matrix *** 0: 0: 0
PatchMeshes: 0 // <- This is modified too
Bytes allocated for PatchMeshesPVS matrix: 0 // This one
WARNING: NON-TRIVIAL PVS INFORMATION REQUIRED FOR SENSIBLE LIGHTING!
[You may choose to ignore this warning, but lighting will take much longer.]
# matrix elements set to 'PARTIAL': 0 ( -1.#IO%) // This
Still 'PARTIAL' after 1st optimization pass: 0 ( -1.#IO%) // and this one too
*** PHASE I - performing direct lighting *** 0: 0: 0
1. # area light sources: 0
2. # point light sources: 1
*** PHASE II - performing bounce lighting *** 0: 0: 0
Info: 0 calls to RadiateEnergy() caused 0 potential divergency events.
*** Tone Reproduction (Ward97) *** 0: 0: 0
MinBrightness: -9.21034
MaxBrightness: -9.21034
*** Post-Process Borders *** 0: 0: 0
Borders completed. 0 patches modified in 2nd part.
*** Write Patch values back into LightMaps *** 0: 0: 0
*** Creating entity lightmaps *** 0: 0: 0
*** Saving World *** 0: 0: 0
Games\DeathMatch\Worlds\Test.cw
COMPLETED. 0: 0: 0
Code: Select all
for (unsigned long FaceNr=0; FaceNr<Map.FaceChildren.Size(); FaceNr++)
{
printf("%5.1f%% (f)\r", (double)FaceNr/(Map.FaceChildren.Size()+Map.OtherChildren.Size())*100.0);
fflush(stdout);
ArrayT< ArrayT< ArrayT<Vector3dT> > > SampleCoords;
Map.FaceChildren[FaceNr]->CreatePatchMeshes(PatchMeshes, SampleCoords);
for (unsigned long SampleCoordsNr=0; SampleCoordsNr<SampleCoords.Size(); SampleCoordsNr++)
{
InitSunlight(PatchMeshes[PatchMeshNr], SampleCoords[SampleCoordsNr], Suns, SkyFaces, CaLightWorld);
PatchesCount+=PatchMeshes[PatchMeshNr].Patches.Size();
PatchMeshNr++;
}
}
which at the beginning checks the following values:
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if (LightMapInfo.SizeS==0) return;
if (LightMapInfo.SizeT==0) return;
if (Polygon.Vertices.Size()<3) return;