Software mode lighting in Zandronum 2.0 OGL? (split from thread)

General discussion of the port and Doom-related chat.
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DwarfCleric
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Software mode lighting in Zandronum 2.0 OGL? (split from thread)

#1

Post by DwarfCleric » Wed Apr 22, 2020 1:04 am

TTA EDIT: https://zandronum.com/forum/viewtopic.php?f=26&t=5822 - split from there as this will likely be a new discussion

Aaah damn, I'm gonna revive this thread (creating a new one would be the same effect but without the past discussion for context, so there you go...)

Do anybody know if this "Software Lighting Mode" was ever implemented in any Zandronum version?

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Source Pics - Mod used: Brutal Doom v20b with the Hell on Earth "Starter Pack"

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Doom2 pics - Could you send how it looks on your end for a comparison? maps 01 11 12 fov 90 fake_contrast On

This was implemented by this guy that goes by Korshun far back in december 2012 It seems like this got removed from newer gzdoom versions for no apparent reason and it makes the game look so much better screenshots can't rely make justice.

What ever happened to this? Would you like to see this being added to the opengl renderer? (improved looks while reaping the benefits of hardware acceleration)
I imagine this issue is only present in some kinds of hardware? (for example ATI Radeon cards) But until now no one sent me screenshots of their builds to really have a definitive comparison. I can't see how this feature wouldn't be beneficial for people in all sorts of hardware out there, since it works on mine.

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Leonard
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Re: Software mode lighting in Zandronum 2.0 OGL? (split from thread)

#2

Post by Leonard » Sun Apr 26, 2020 2:34 pm

I ported the banded sw lightmode from GZDoom as of 2017 to ZCC very long ago.
It's in the most recent version.

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This is with gl_lightmode 8, gl_fogmode 1 and gl_bandedswlight true.
I like software lightning too, most of the maps I play were made for it anyways.

In GZD you can even enable the palette emulation, combined with this it pretty much looks like the software renderer 1:1.

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