"I don't understand what you mean, could you rephrase that?"
Sorry for my english. :)
The raycasting works better if done from the light to the lumel instead of the inverse (EntityVisible). Using your method is surely good and less workaroundish, but some light appears behind the objects.
What I do is to move the current surface poly's to far away, so they aren't checked in EntityVisible call.
The lit room above is created in a world editor that I've made for the blitz, it requires a lot of code dependency (libs, etc), but I'll try to pack it to you.
Sorry for my english. :)
The raycasting works better if done from the light to the lumel instead of the inverse (EntityVisible). Using your method is surely good and less workaroundish, but some light appears behind the objects.
What I do is to move the current surface poly's to far away, so they aren't checked in EntityVisible call.
The lit room above is created in a world editor that I've made for the blitz, it requires a lot of code dependency (libs, etc), but I'll try to pack it to you.