It seems that after incorporating both renderers in GZDoom 2.x some colored lights are not applied on walls.
Here is the screenshot from Extreme Terror map. Archs are violet with the modern renderer but not with the compatibility one:
To be honest at the moment I don't know where in the code I need to look in order to figure out what's wrong with the lighting.
Missing colored light with compat renderer
Moderator: Graf Zahl
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Re: Missing colored light with compat renderer
It appeared that combination of fog and lights are not handled with compatibility renderer. The picture is now equal to 1.9.1 (more on this below). Pull request is here.
I didn't commit directly for two reasons:
I didn't commit directly for two reasons:
- I'm not sure about conditions in GLFlat::DrawSubsectorLights() and GLWall::RenderLightsCompat() functions (MF2_DORMANT flag check). I left them as is however they probably should be updated.
- Rendered picture is still different from the modern renderer. The same problem was with 1.9.1 vs 2.1.1 releases.
Spoiler: Latest on 4.5 Core
Spoiler: Latest with fix on 2.1 (using -glversion)The question is: what is the correct version?
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Re: Missing colored light with compat renderer
The effect looks different because with texture overlays I only can do additive lights. The shader is not limited to this.
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Re: Missing colored light with compat renderer
I guess nothing can be done about the second question. But what about the first one and the proposed fix in general?
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Re: Missing colored light with compat renderer
I'm a bit short on time to do proper tests but it looks correct.
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Re: Missing colored light with compat renderer
After some testing I pushed this change along with the similar fix for missing decals in conjunction with dynamic lights.
The topic can be moved to Closed Bugs subforum.
The topic can be moved to Closed Bugs subforum.