Bugs that have been resolved.
Moderator: Graf Zahl
- Posts: 256
- Joined: Sun Aug 07, 2011 13:36
After removal of gl_light_ambient
CVAR in this commit
dark sectors appear as pitch black.
Well, maybe regression is not a right word in this case but the difference is very noticeable.
I'm running the latest version
at the moment using OpenGL 4.1 Core Profile on macOS. Value of gl_lightmode
CVAR is 3 (default). Command line:
Code: Select all
-iwad heretic +map e1m2 "+warp 1711 -322" +gamma 2 +notarget
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Hm. Seems I was wrong about the light level cutoff. I had to rewrite the light level calculation for levels below 100 to avoid this steep dropoff.