This is what it looks like in gl_lightmode=2 "DOOM" in a sector with AS: 50 transfer light.
screenshot.jpg
In Legacy and Software there's no problem with this,
but on Standard, Bright, Dark and Doom sprites keeps dark even in the bright region.
Is it a bug or a limitation?
demo.wad
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Max texture size: 16384 x 16384
Max vertex texture image units: 32
Max texture image units: 32
Max geometry texture units: 32
Max anisotropic filtering value: 16
Max viewport size: 16384 x 16384
Max Clip Distances: 8
Max samples: 8
OpenGL driver version check (Current: 4.3.0 - Build 10.18.10.4013, Latest known: 10.18.10.4013):
Latest version of display drivers found
According the database, you are running the latest display drivers for your video card.
No ICD registry entry
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.
Extension verification:
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
GL_ARB_compatibility was not found, but is available in driver version 10.18.10.4013
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Yes, I know, but I'm aiming for dark and creepy rooms (about 64 brightness level) where you see a monster once about 256 map units away, not 1024.
Anyhow, Is this a bug or just a limitation?