Dynamic light malfunction

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ChickenLegz
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Dynamic light malfunction

Post by ChickenLegz »

In UDMF additive or transparent textures alpha appears in pitch black when affected by a dynamic light.

For me it looks like this:
Screenshot.jpg
Screenshot.jpg (120.22 KiB) Viewed 789 times
Here is the demo:
demo.wad
(16.51 KiB) Downloaded 46 times
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Graf Zahl
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Re: Dynamic light malfunction

Post by Graf Zahl »

Looks ok on my system. What graphics card / OpenGL version are you using?
ChickenLegz
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Re: Dynamic light malfunction

Post by ChickenLegz »

My laptop PC:
Spoiler:
My desktop PC:
Spoiler:
My gzdoom config:
Spoiler:
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Graf Zahl
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Re: Dynamic light malfunction

Post by Graf Zahl »

Hm. That's odd.

But since I disabled dynamic lights on additive surfaces for visual reasons (produces results that are unwanted) I think this can be closed.
ChickenLegz
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Re: Dynamic light malfunction

Post by ChickenLegz »

Graf Zahl wrote:I think this can be closed.
Why? Am I suposed to fix it myself?
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Graf Zahl
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Re: Dynamic light malfunction

Post by Graf Zahl »

No. Looking at your map showed that applying dynamic lights to additive surfaces will create an effect that is completely unwanted so I just disabled dynamic lighting on additive surfaces entirely.
ChickenLegz
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Re: Dynamic light malfunction

Post by ChickenLegz »

Graf Zahl wrote:No. Looking at your map showed that applying dynamic lights to additive surfaces will create an effect that is completely unwanted so I just disabled dynamic lighting on additive surfaces entirely.
Um, ok, so it's not a bug?
The dynamic lights comes from the floor lamps btw.
But if you run the demo together with lights.pk3 the impact lights from monsters and players will have the same unwanted result.
ChickenLegz
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Re: Dynamic light malfunction

Post by ChickenLegz »

Ok, fine! solved it my own way
Spoiler:
and I will not tell you how :!:
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Rachael
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Re: Dynamic light malfunction

Post by Rachael »

@ ChickenLegz:

I really don't know if you have a personal beef with Graf or not, but the bugs forum on any project is hardly the ideal place to carry it out. I am glad you got your issue resolved, though.

If you don't like the way Graf does things, you can make a topic in one of the general forums about it. Offer feedback, be constructive, and suggest ways to improve. But be willing to accept that no matter what you do or what you suggest, not everyone is going to agree with you (nor are they ever required to).
ChickenLegz
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Joined: Thu Aug 15, 2013 15:39

Re: Dynamic light malfunction

Post by ChickenLegz »

Graf Zahl wrote:No. Looking at your map showed that applying dynamic lights to additive surfaces will create an effect that is completely unwanted so I just disabled dynamic lighting on additive surfaces entirely.
Oh, snap! I'm sorry Graf. I think I misunderstood you, I thought you meant me to simply deactivate all dynamic lights xD
But now I get it, you've fixed a bug and hard-coded the dynamic lights to don't affect additive sidedefs. :idea:
This is probably flagged as [Fixed] now :wink:
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Graf Zahl
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Re: Dynamic light malfunction

Post by Graf Zahl »

Not really a bug - but imagine the light being added to the surface - where the light is bright it became nearly opaque, looking all strange.

I still have no idea what happened in your first picture - why translucency got switched off there.
ChickenLegz
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Re: Dynamic light malfunction

Post by ChickenLegz »

Graf Zahl wrote:Not really a bug - but imagine the light being added to the surface - where the light is bright it became nearly opaque, looking all strange.

I still have no idea what happened in your first picture - why translucency got switched off there.
In the first picture the texture didn't have a transparent alpha channel, it was in Dooms original patch format and black/white
and it was set to additive that makes everything from 0(Black) to transparent and 255(White) to opaque.
Apparently dynamic lights didn't detect it as additive, but opaque.

In the second picture, the window glass was a transparent PNG texture with RGBA where I changed the opacity in Photoshop and not in GZDoomBuilder.
The PNG was placed between TX_START, TX_END markers in the WAD because it would be opaque if used in the Texturex-lump.
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