Original Post
In this shot, the camera position is also the light position. As you can see, the lighting is split somehow; afaict, the left face of the cube is mirrored. This particular lighting method is attenuation maps with self shadowing, but the same error appears when I use dot3 lighting. I suspect it's some kind of problem with the normals, but I'm not sure what to look for. [EDIT] The same artifact appears in hardware TnL. [Edited by - Promit on January 6, 2005 7:20:51 PM]