I have been having a problem with the quality of surfacelight and skylight. I have been finding that both of those types of light leave major color stains on surfaces that are close to gray and are in shadow. The problem is exacerbated by the use of the default r_overbrightbits 1 setting but appears in a less gross form even with r_overbrightbits 0. It looks as though the light is in low-bit color, ie uneven transitions between colors. For this reason I have been shunning the use of skylight and surfacelight in favour of an entity sun with ambient (of course high levels of ambient light has it own problems). Now, however, I am being plagued by the color casts being added by pointlights, which use surfacelight. Here are a couple of screenies from ut_rommel’s latest version released yesterday in Urban Terror beta 3.0. Since I was trying to isolate the problems I was seeing, I changed my skybox editor image to white, removed ambient light, removed the entity sun and just left a few pointlights that were being used for local lighting. The color casts are all over the map…

notice the rainbow of colors on the side of the building…

again, the surfacelight based shader is causing ugly colored shadows…when no surfacelight or skylight (they both do this) is present at all and an entity sun is used with only ambient to brighten the shadows, the color casts are completely gone…
Anyone have any suggestions? As I mentioned, certain types of lighting on flat colored textures make it most obvious, while well lit outdoor areas may make the problem nearly invisible…
Thanks, for you time
and Ydnar thanks again for the wonderful advances you have given us with q3map2 






