19 Nov 11, 01:13PM
@Mael:
First off, lights in Cube 1 are not spheres, they're vertical cylinders. So obviously, if you place a light near the bottom of a high wall, you get the exact same lighting at the top of the wall, and the same lighting on the ceiling as on the floor.
Secondly, and this is probably the worst problem, is the occlusion calculation. That was never meant to deal with "vertical" maps. You might know this from @camper and friends - if you look straight up and move forward, you'll see missing layers of cubes appearing on the walls in "waves". There are additional issues with solid walls, because their occlusion works horizontally as well.
First off, lights in Cube 1 are not spheres, they're vertical cylinders. So obviously, if you place a light near the bottom of a high wall, you get the exact same lighting at the top of the wall, and the same lighting on the ceiling as on the floor.
Secondly, and this is probably the worst problem, is the occlusion calculation. That was never meant to deal with "vertical" maps. You might know this from @camper and friends - if you look straight up and move forward, you'll see missing layers of cubes appearing on the walls in "waves". There are additional issues with solid walls, because their occlusion works horizontally as well.