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Some ways to get GL rendering to look 'software' like.

Posted: Tue Jun 10, 2008 19:23
by MG_Man
You see, I've noticed how many people want DooM's lighting model in GL mode, and you say that it 'cannot be replicated properly in GL' Well, it kindof is, all it needs is some tweaking.

DooM's lighting model decreases lighting by a few units every foot or so away from the player.
If you crank up GL's gamma mode, you'll notice that GL does the same thing. All that needs to be done is to increase the contrast between these lighting 'blocks.' How this would be done, I'm not sure, but it seems easy. Here's a picture of what I mean:

Re: Some ways to get GL rendering to look 'software' like.

Posted: Tue Jun 10, 2008 19:58
by Graf Zahl
MG_Man wrote:You see, I've noticed how many people want DooM's lighting model in GL mode, and you say that it 'cannot be replicated properly in GL' Well, it kindof is, all it needs is some tweaking.

DooM's lighting model decreases lighting by a few units every foot or so away from the player.
If you crank up GL's gamma mode, you'll notice that GL does the same thing. All that needs to be done is to increase the contrast between these lighting 'blocks.' How this would be done, I'm not sure, but it seems easy. Here's a picture of what I mean:
It's quite obvious that you have no idea what's going on. This can't just be done with a little 'tweaking'. The banding you see in GL is not something controllable. In very dark areas it is simply that the limits of the color resolution. Let's assume the color is gray, the effect is the difference between (4,4,4) and (5.5.5) and if some graphics card would finally offer a higher resolution display buffer than the pathetic 4*8 bits per pixel this would go away.

So obviously this gets closed.