MantisBT - Zandronum
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0000347Zandronum[All Projects] Bugpublic2011-03-25 19:082018-09-30 23:18
NeuralStunner 
Torr Samaho 
normalminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
 
2.02.0 
0000347: OpenGL: Over-bright Sprite Coloring with Dynamic Lights in Doom Light Mode
This is an odd and nasty one caused by a few settings and situations put together.
- Doom Light Mode.
- Standard or Radial Fog.
- Dynamic Lights ON.
- Lights affect sprites ON.
- Any sector with low lighting, I think 128 or lower.

I am not aware whether using shader lights affects this, but I do know that forcing additive lights does not make a difference.

Turning off the fog mode entirely caused the effect to disappear.
I first noticed it in Map06 while walking around in the upper hallways with NoTarget on. I noticed the Imp stnading next to the SoulSPhere was an insane shade of blue. This effect decreases significantly with distance. Only a few tiles away, the Imp was nearly invisible in the dark.

I turned on chasecam to see how the light was affecting the Player sprite, and it was even more badly washed out. It looked rather as if the color channels were being added to the sprite rather than making a small change. The overlighting also did not decrease significantly until I moved completely out of the radius of the dynamic light.

I moved into the sectors with lamps and noticed this was not the case in brightly lit conditions. However, the dynamic lights on the lamps themselves would affect the player sprite whenever the sector fell below half - Resulting in the sprite blinking to a near-white brightness.
No tags attached.
child of 0001490closed Torr Samaho Backport ZDoom 2.5.0 
png Overbright_Player.png (168,286) 2011-03-25 19:08
/tracker/file_download.php?file_id=216&type=bug
png

png Overbright_Imp_Blue.png (275,920) 2011-03-25 19:08
/tracker/file_download.php?file_id=217&type=bug
png Overbright_Imp_Bright.png (236,026) 2011-03-25 19:09
/tracker/file_download.php?file_id=218&type=bug
png

png Overbright_Imp_Normal.png (257,567) 2011-03-25 19:09
/tracker/file_download.php?file_id=219&type=bug
png
Issue History
2011-03-25 19:08NeuralStunnerNew Issue
2011-03-25 19:08NeuralStunnerFile Added: Overbright_Player.png
2011-03-25 19:08NeuralStunnerFile Added: Overbright_Imp_Blue.png
2011-03-25 19:09NeuralStunnerFile Added: Overbright_Imp_Bright.png
2011-03-25 19:09NeuralStunnerFile Added: Overbright_Imp_Normal.png
2011-03-25 21:02unknownnaNote Added: 0001181
2011-03-25 21:05unknownnaStatusnew => feedback
2011-03-25 21:18unknownnaNote Edited: 0001181bug_revision_view_page.php?bugnote_id=1181#r599
2011-03-25 21:18unknownnaNote Edited: 0001181bug_revision_view_page.php?bugnote_id=1181#r600
2011-03-25 21:27unknownnaNote Edited: 0001181bug_revision_view_page.php?bugnote_id=1181#r601
2011-03-25 21:41NeuralStunnerNote Added: 0001182
2011-03-25 21:41NeuralStunnerStatusfeedback => new
2011-03-29 01:38NeuralStunnerNote Added: 0001218
2011-03-29 01:38NeuralStunnerNote Deleted: 0001218
2011-03-29 01:38NeuralStunnerNote Edited: 0001182bug_revision_view_page.php?bugnote_id=1182#r631
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2012-07-31 19:25Torr SamahoStatusnew => acknowledged
2012-07-31 19:25Torr SamahoResolutionopen => backport later
2013-11-26 15:58NeuralStunnerNote Added: 0007609
2013-11-26 18:01DuskRelationship addedchild of 0001490
2013-11-26 18:02DuskStatusacknowledged => resolved
2013-11-26 18:02DuskFixed in Version => 2.0
2013-11-26 18:02DuskResolutionbackport later => fixed
2013-11-26 18:02DuskAssigned To => Torr Samaho
2013-11-26 18:02DuskTarget Version => 2.0
2018-09-30 23:18Blzut3Statusresolved => closed

Notes
(0001181)
unknownna   
2011-03-25 21:02   
(edited on: 2011-03-25 21:27)
Is it any different in GZDoom 323?

Edit:

Now I see it. It's the light mode, light value, fog shaders and dynamic lights working together to create the effect. This behavior is also present in GZDoom 323.

(0001182)
NeuralStunner   
2011-03-25 21:41   
(edited on: 2011-03-29 01:38)
Indeed. I believe the brightening effect from the fog setting is overcompensating on the lit sprites. The light threshold I think has to do with the light mode's emulation of the half-bright point in software mode.

I was going to see if changing GL_DynLight_Shader would have an effect, but discovered that Skulltag does not have this option. Toggling it a recent GZDoom SVN had no adverse effects.

Turns out this was fixed much, much later than r323. I found the relevant (closed) bug thread:'http://forum.drdteam.org/viewtopic.php?f=25&t=3968 [^]'

(0007609)
NeuralStunner   
2013-11-26 15:58   
Oops, forgot about this entirely. 2.0-beta includes the new GL renderer, which fixes this issue.