Transfer Light Sprite Glitch

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ChickenLegz
Posts: 20
Joined: Thu Aug 15, 2013 15:39

Transfer Light Sprite Glitch

Post by ChickenLegz »

This is what it looks like in gl_lightmode=2 "DOOM" in a sector with AS: 50 transfer light.
screenshot.jpg
screenshot.jpg (123.53 KiB) Viewed 607 times
In Legacy and Software there's no problem with this,
but on Standard, Bright, Dark and Doom sprites keeps dark even in the bright region.
Is it a bug or a limitation?
demo.wad
(2.54 KiB) Downloaded 35 times
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Graf Zahl
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Re: Transfer Light Sprite Glitch

Post by Graf Zahl »

Looks correct for me in my latest build. What version is this? And what graphics card?
ChickenLegz
Posts: 20
Joined: Thu Aug 15, 2013 15:39

Re: Transfer Light Sprite Glitch

Post by ChickenLegz »

It's GZDoom v2.1.1.0, but I'm not sure which build it is.
I think the trouble lies at gl_distfog parameter.

When using sector lighting mode at Software:
scr1.jpg
scr1.jpg (141.34 KiB) Viewed 601 times
When using sector lighting mode at Standard
with gl_distfog at 400:
scr2.jpg
scr2.jpg (147.05 KiB) Viewed 601 times
When using sector lighting mode at Standard
with gl_distfog at 70:
scr3.jpg
scr3.jpg (172.75 KiB) Viewed 601 times
If you want the Graphics details:
Spoiler:
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Graf Zahl
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Re: Transfer Light Sprite Glitch

Post by Graf Zahl »

Definitely fog related. Why are you 400? It's rather high...
ChickenLegz
Posts: 20
Joined: Thu Aug 15, 2013 15:39

Re: Transfer Light Sprite Glitch

Post by ChickenLegz »

Yes, I know, but I'm aiming for dark and creepy rooms (about 64 brightness level) where you see a monster once about 256 map units away, not 1024.
Anyhow, Is this a bug or just a limitation?
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Graf Zahl
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Re: Transfer Light Sprite Glitch

Post by Graf Zahl »

Bug. The sprite splitting code only sets fog once, not per light slice as it should.
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