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Transfer Light Sprite Glitch

Posted: Sat Jun 11, 2016 9:49
by ChickenLegz
This is what it looks like in gl_lightmode=2 "DOOM" in a sector with AS: 50 transfer light.
screenshot.jpg
screenshot.jpg (123.53 KiB) Viewed 746 times
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
(2.54 KiB) Downloaded 69 times

Re: Transfer Light Sprite Glitch

Posted: Sat Jun 11, 2016 12:17
by Graf Zahl
Looks correct for me in my latest build. What version is this? And what graphics card?

Re: Transfer Light Sprite Glitch

Posted: Sat Jun 11, 2016 13:30
by ChickenLegz
It's GZDoom v2.1.1.0, but I'm not sure which build it is.
I think the trouble lies at gl_distfog parameter.

When using sector lighting mode at Software:
scr1.jpg
scr1.jpg (141.34 KiB) Viewed 740 times
When using sector lighting mode at Standard
with gl_distfog at 400:
scr2.jpg
scr2.jpg (147.05 KiB) Viewed 740 times
When using sector lighting mode at Standard
with gl_distfog at 70:
scr3.jpg
scr3.jpg (172.75 KiB) Viewed 740 times
If you want the Graphics details:
Spoiler:

Re: Transfer Light Sprite Glitch

Posted: Sat Jun 11, 2016 18:53
by Graf Zahl
Definitely fog related. Why are you 400? It's rather high...

Re: Transfer Light Sprite Glitch

Posted: Sat Jun 11, 2016 21:01
by ChickenLegz
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?

Re: Transfer Light Sprite Glitch

Posted: Sat Jun 11, 2016 21:29
by Graf Zahl
Bug. The sprite splitting code only sets fog once, not per light slice as it should.