There wasn't any room to fit a version number in the subject. I found this while using 2.1.pre-412. Don't know how far back this goes, but it still happens in the last 1.9 dev build (pre-828), so it doesn't appear unique to 2.x.
When a weapon uses A_Light with a negative value, the darkness this creates will obscure/darken any fullbright actors in the player's view. This is especially noticeable with the "software" sector light mode setting, where visibility drops very quickly as distance from actors increases. In the software renderer, fullbright actors remain visibly fullbright when doing this, so I would assume this is a bug in GZDoom's GL renderer. Brightmaps seem unaffected by this.
There's a very basic example mod attached. While my hardware is pretty old (GeForce 9200), I asked Ed the Bat to try it out on his modern hardware (ie. hardware that can use 2.1's modern rendering), and he was able to reproduce this.
Fullbright actors obscured by darkness from A_Light(-n)
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Fullbright actors obscured by darkness from A_Light(-n)
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Re: Fullbright actors obscured by darkness from A_Light(-n)
Yarp. Happens for me too using my GTX760 with 2.0.04
It is my impression that the fullbright sprites became slightly duller in all lighting modes but in "Software" mode they definitely darken as if they were not fullbright sprites at all.
It is my impression that the fullbright sprites became slightly duller in all lighting modes but in "Software" mode they definitely darken as if they were not fullbright sprites at all.
- Graf Zahl
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