[r16] Saturation is applied after coloring

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
Kate
Posts: 25
Joined: Fri Dec 22, 2006 6:31
Location: United States
Contact:

[r16] Saturation is applied after coloring

Post by Kate »

The effect is rather obvious. Saturation is applied after color is applied when Sector_SetColor is used, which causes sectors to turn completely greyscale to varying shades depending on the color used. In ZDoom, this would mean to desaturate the sector to the intended grey level, *then* apply the color to the result.

I can supply a test level if required.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Please do. What are your settings? Normally that shouldn't happen because grayscaling is done by using desaturated textures. However due to lack of decent testing material there may still be bugs in that code.
User avatar
Kate
Posts: 25
Joined: Fri Dec 22, 2006 6:31
Location: United States
Contact:

Post by Kate »

Here are my GL settings:

[spoiler]

Code: Select all

Log started: Sat Feb 09 13:36:45 2008

]CvarList gl_*
AC* gl_rotate_weapon_models : :true
A   gl_clamping_bug : :false
A   gl_texture_format : :0
A   gl_texture_filter : :4
A   gl_texture_filter_anisotropic : :16
A   gl_render_precise : :true
A   gl_fakecontrast : :true
A   gl_seamless : :true
A   gl_render_segs : :true
A   gl_mirror_envmap : :true
    gl_mirrors : :true
A   gl_precache : :true
A   gl_texture_usehires : :true
A   gl_glsl_renderer : :false
A   gl_brightmap_shader : :true
A   gl_colormap_shader : :true
A   gl_warp_shader : :true
A   gl_billboard_mode : :1
A   gl_particles_style : :1
A   gl_spriteclip : :2
    gl_nocoloredspritelighting : :false
A   gl_sprite_blend : :false
A   gl_usecolorblending : :true
A   gl_sky_detail : :16
    gl_noskyboxes : :false
A   gl_blendcolormaps : :true
    gl_forcemultipass : :false
A   gl_mask_threshold : :0.5
A   gl_nearclip : :5
A   gl_no_skyclear : :false
    gl_texture : :true
    gl_noquery : :false
A   gl_interpolate_model_frames : :true
    gl_notexturefill : :false
A   gl_vid_compatibility : :false
A   gl_nogl : :false
A   gl_distfog : :70
A   gl_lightmode : :3
A   gl_depthfog : :true
A   gl_enhanced_lightamp : :true
A   gl_lights_additive : :false
A   gl_light_ambient : :32
A   gl_light_particles : :true
A   gl_light_sprites : :true
A   gl_lights_size : :1
A   gl_lights_intensity : :0.5
A   gl_lights_checkside : :true
A   gl_bulletlight : :true
A   gl_attachedlights : :true
A   gl_weaponlight : :8
A   gl_lights : :true
A   gl_lights_debug : :false
A   gl_usearrays : :false
    gl_spritesortback : :false
A   gl_vid_refreshHz : :0
A   gl_vid_allowsoftware : :false
A   gl_vid_multisample : :0
57 cvars
]LogFile
Log stopped: Sat Feb 09 13:37:06 2008

[/spoiler]
And a simple testing map. I used yellow in this case because it's both bright and easy to see the effect with. One half of the square (where you stand when you first start) uses yellow with no desaturation and the other half of the square uses yellow with full desaturation. The second half appears as silver for me with these settings.
Attachments
coloredlighttest.zip
(663 Bytes) Downloaded 66 times
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Oh, yes, that is strange. However, it seems to be a shaders issue again. Switch off shaders for colormaps and both halves are yellow.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Yeah, right... :(

The shader as it is written doesn't work with colored light. For now I just disabled it. Hopefully I find a solution that doesn't involve more checks throughout the code.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

fixed
Locked

Return to “Closed Bugs”