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[r16] Saturation is applied after coloring
Posted: Fri Feb 08, 2008 17:07
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.
Posted: Fri Feb 08, 2008 18:01
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.
Posted: Sat Feb 09, 2008 20:08
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.
Posted: Sun Feb 10, 2008 1:48
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.
Posted: Sun Feb 10, 2008 12:44
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.
Posted: Thu Feb 14, 2008 12:05
by Graf Zahl
fixed