r501 Brightmaps and translucency still not quite right (IMO)

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Enjay
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r501 Brightmaps and translucency still not quite right (IMO)

Post by Enjay »

[edit] It seems that this bug is not quite as I initially thought. Skip to the second post for a more accurate description. I'll just keep the rest of this post up because it took me ages to write. :P [/edit]

Using the patch that I posted for the previous bug:

Code: Select all

Actor ZombieTest : Zombieman replaces Zombieman
{
     RENDERSTYLE TRANSLUCENT
     ALPHA 0.50
}
There is still a problem. The Zombiemen get darker when they fire. consider the following screenshots:

Shot 1: A zombieman caught in the act of shooting. No brightmaps are loaded in this pic. For comparison, it was lucky that another non-firing zombie wandered into view but, unfortunately, he is standing in a slightly brighter sector so appears a bit brighter.
Image

Shot 2: exactly the same scene reloaded with brightmaps active. As you can see, the firing zombie is now darker than he was in shot 1.
Image

Shot 3: For a final comparison, this picture was taken a few tics later. brightmaps are still active but this frame does not have a brightmap associated with it (I don't think) and the zombie has returned to normal brightness.
Image


I know that the brightmaps are set to cancel the fullbright effect but, as comparison of shots 2 & 3 shows, the brightmapped sprites are not just cancelling the fullbright but are actually darker than a normal sprite. It's more obvious in game when you see the zombies dim briefly as they fire then return to normal, brightness.

I went back and compared things with an older version of GZdoom and the zombies did not get darker when they fired. There non-brightened pixels stayed at their normal ambient-lit level whereas the brightened pixels were correctly brighter as expected.

I couldn't get quite the same shot (incompatible savegame) but I think this still shows the difference if you compare it to shot 2:

Shot 4: Brightmaps enabled in GZdoom Official release version.
Image

In fact, looking at that last shot, I'm not convinced the brightmaps are being applied at all in r501. The gun flash and reflections on the Zombies body are definitely brighter than the rest of the sprite in shot 4 but I'm not convinced that they are in shot 2.
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Re: r501 Brightmaps and translucency still not quite right (IMO)

Post by Enjay »

Actually, I've just noticed, this isn't just specific to translucent sprites - it affects all sprites with brightmaps. In the following pics, 3 of the robots have brightmaps (the spider does not) as does the weapon. Notice how they are all brighter without the brightmaps loaded in the second pic but the spider stays the same.

Image

Image

Comparison shot from r473 (brightmaps active)
Image


Textures too. See how the walls with the lights on are darker than the ones beside them.
Image
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Re: r501 Brightmaps and translucency still not quite right (IMO)

Post by Enjay »

Although I don't see anything that specifically addresses this in the changelog (which could just be me not undertanding or simply missing the comment) this problem no longer seems to exist in r505.

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Re: r501 Brightmaps and translucency still not quite right (IMO)

Post by Graf Zahl »

I forgot the log entry, that's all.
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