Orakagi wrote:Am I the only one where the dynamic lighting doesn't work? I didn't even realize that it didn't until I ran Doom on Skulltag and I saw the glowing effects. They work just fine there, just not over GZDoom.
Skulltag does something I don't like: It forces loading of the dynamic light definitions. In GZDoom they are optional. Although the definitions for these and the brightmaps come with the download they are not loaded automatically. You have to either do it manually or add them to the 'autoload' section of the .INI file. Not everyone likes the default lights so I consider forcing them bad. I normally play without them and use a reduced light definition set that only assigns lights to projectiles and uses different colors than the standard set. Had I forced the light definitions this wouldn't be possible.
Whoo wrote:Graf Zahl wrote:What I can say is that apparently the dynamic light shader uses something that your card can't handle.
Logfile wrote:
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 4800 Series
GL_VERSION: 2.1.8918
An ATi Radeon card from the HD 4800 series should damn well be able to support dynamic lights.
The card can easily handle the non-shader lights. But the dynamic light shader needs to use dynamic 'for' loops and I know this is something that wasn't part of the original GLSL spec. NVidia seems to have extended the language's capabilities here but ATI doesn't as it appears. Bad luck for you. Having this construct working is an absolute minimum requirement for the dynamic light shader. To be honest, I was quite surprised that it works with GLSL 1.2 on my GF8600. I thought it'd only be available on later hardware. or GLSL versions. My problem is, I have to use 1.2 because the shader framework must also work on older hardware that can't do GL 3.0 (and thus GLSL 1.3 or later.) Some of the code must be user configurable but that can't be done if I have to maintain everything in 2 or more variations needed by the different GLSL version's syntactic differences.
For a final confirmation I'll have to wait though what the next beta outputs. I'll have to change the error reporting code because ATI does it differently than NVidia.