Fullbright actors obscured by darkness from A_Light(-n)

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
GameFreakDude
Posts: 15
Joined: Sat Sep 11, 2010 4:37
Location: Canada

Fullbright actors obscured by darkness from A_Light(-n)

Post by GameFreakDude »

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.
Attachments
src - Copy.pk3
(612 Bytes) Downloaded 39 times
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: Fullbright actors obscured by darkness from A_Light(-n)

Post by Enjay »

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.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: Fullbright actors obscured by darkness from A_Light(-n)

Post by Graf Zahl »

fixed
Locked

Return to “Closed Bugs”