Hi, I almost completed a long time project where Source engine allows two world dimensions to coexist, each one having its own fog, dynamic shadow direction and light_environment (custom vrad_dll), among other features. The problem resides in dynamic lighting, Source uses two nearest lights and ambient cube to render each model. When one of those lights is the sun, the vertexlitgeneric shader picks the first light entity available. That means the models from one of my world dimensions always get sunlight from the other dimension's sun.
I'm a complete shader novice so I'm not sure about my findings. It looks like the "combo light" (Valve's term) is created using "pShaderAPI->GetDX9LightState", and ShaderAPI isn't accessible through SDK. So is this a dead end or is there a way around to get the proper env light? Thanks. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

