


On this map you can see 2 perfectly equally lit armors, yet one of them shows completely black. The only difference is the map geometry under the black (unlit) armor:

As you can see, the unlit armor lays exactly over the junctions of 4 brushes, while the correctly lit armor lays in the middle of a single brush.
I reckon this is a bug related to the R_LightPoint () function, which leads me to believe is DP-specific since it was modified for .LIT support from the original code, but I can be wrong.
EDIT, Yup, seems DP specific. The same map in vanilla GLQuake works just fine:
