MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000667 | Zandronum | [All Projects] Suggestion | public | 2012-02-05 09:21 | 2014-06-13 18:52 |
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Reporter | StrikerMan780 | |
Assigned To | | |
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | acknowledged | Resolution | reopened | |
Platform | | OS | | OS Version | |
Product Version | | |
Target Version | | Fixed in Version | | |
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Summary | 0000667: Simple Goraud Shading option in MODELDEF for Models |
Description | I'm requesting that some basic Goraud shading could be implemented as a GORAUDSHADING option for MODELDEF, basically applying some simple, smooth Goraud shading to keep some models with simplistic skins from looking too flat.
I primarily intend on using this for HUD weapons, but could be useful for normal models too, thus I suggest making it optional, since it may look good on one model, and not the other. Also, if used on HUD models, the shading should shift on the weapon as you look around, much like Quake 2, or Unreal 1 does so.
Just in case any info is needed:
'http://en.wikipedia.org/wiki/Gouraud_shading [^]'
'http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/lighting.php [^]'
'http://web.media.mit.edu/~gordonw/OpenGL/index.php [^]' |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2012-02-05 09:21 | StrikerMan780 | New Issue | |
2012-02-05 16:06 | Torr Samaho | Note Added: 0002570 | |
2012-02-05 16:07 | Torr Samaho | Status | new => feedback |
2012-02-05 19:53 | Minigunner | Note Added: 0002574 | |
2012-02-05 20:30 | Minigunner | Note Edited: 0002574 | bug_revision_view_page.php?bugnote_id=2574#r1281 |
2012-02-05 20:44 | Minigunner | Note Edited: 0002574 | bug_revision_view_page.php?bugnote_id=2574#r1282 |
2012-02-05 20:44 | Minigunner | Note Edited: 0002574 | bug_revision_view_page.php?bugnote_id=2574#r1283 |
2012-02-05 20:57 | Torr Samaho | Note Added: 0002575 | |
2012-02-06 06:06 | StrikerMan780 | Note Added: 0002577 | |
2012-02-06 06:06 | StrikerMan780 | Status | feedback => new |
2012-02-06 06:07 | StrikerMan780 | Note Edited: 0002577 | bug_revision_view_page.php?bugnote_id=2577#r1285 |
2012-02-06 06:08 | StrikerMan780 | Note Edited: 0002577 | bug_revision_view_page.php?bugnote_id=2577#r1286 |
2012-02-06 06:09 | StrikerMan780 | Note Edited: 0002577 | bug_revision_view_page.php?bugnote_id=2577#r1287 |
2012-02-06 06:09 | StrikerMan780 | Note Edited: 0002577 | bug_revision_view_page.php?bugnote_id=2577#r1288 |
2012-02-06 06:10 | StrikerMan780 | Note Edited: 0002577 | bug_revision_view_page.php?bugnote_id=2577#r1289 |
2012-02-06 13:24 | StrikerMan780 | Note Edited: 0002577 | bug_revision_view_page.php?bugnote_id=2577#r1290 |
2012-10-20 20:06 | StrikerMan780 | Note Added: 0005143 | |
2014-06-12 20:36 | Watermelon | Note Added: 0009170 | |
2014-06-12 20:36 | Watermelon | Status | new => closed |
2014-06-12 20:36 | Watermelon | Resolution | open => waiting for zdoom |
2014-06-13 17:51 | StrikerMan780 | Note Added: 0009228 | |
2014-06-13 17:51 | StrikerMan780 | Status | closed => feedback |
2014-06-13 17:51 | StrikerMan780 | Resolution | waiting for zdoom => reopened |
2014-06-13 18:52 | Watermelon | Status | feedback => acknowledged |
Notes |
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AFAIK with the current lighting model, Goraud shading is completely pointless, i.e. it looks identical to flat shading. So I guess what you are actually asking for is a completely new lighting system? |
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(0002574)
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Minigunner
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2012-02-05 19:53
(edited on: 2012-02-05 20:44) |
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The GZDoom renderer has no shading method at all, actually. All faces have the same brightness. Because of that, I would like flat shading with no specular lighting and with the assumption that the light source is always above the model and offset horizontally for the side facing the player to be lit up more; however, i think that dynamic lights should light the model evenly to avoid further resource usage.
L
\
P-->M
L = Light Source; P = Player View; M = Model
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> The GZDoom renderer has no shading method at all, actually.
That's not completely correct, the problem is the lighting system itself. There are no directional lights whatsoever, that's why there is no shading. And that's because the Doom maps don't have any directional light information, they just have sectors that are uniformly illuminated at the same light level.
> Because of that, I would like flat shading with no specular lighting and with the assumption that the light source is always above the model and offset horizontally for the side facing the player to be lit up more;
That would look pretty weird. As if the player is running around with a flashlight mounted above his head. Not to mention that it will look even more weird that the models are lighted differently from the walls / floors / ceilings. |
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(0002577)
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StrikerMan780
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2012-02-06 06:06
(edited on: 2012-02-06 13:24) |
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Well, I'd suggest for models outside the HUD, have the light source be based on the player's viewpoint... Like, coming from the player. Also, perhaps from nearby dynamic light points. To prevent it from looking too weird, perhaps give it very little contrast, meaning faces of an object away from the source wouldn't just drop to black, it would only be very slightly darker. The intensity of the lighting should be affected by sector brightness too, so that models in a dark place just don't get lit up bright when up close as if.. as you said, the player had a flashlight on their head.
As for HUD models, the light source would be static, but, relative to where you are looking angle and pitch wise... so that way the lighting shifts as you are looking around. Perhaps Dynamic lights could affect it too, giving colored lighting based on their position relative of the player.
Sort of like this(look at the weapon, and the ball to the right for examples of both. Ignore the HDR..):
'http://img403.imageshack.us/img403/3655/nerfdirect3d10.png [^]'
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It appears that Doomsday does this... I'm not sure how though. Perhaps that can be used as a reference? |
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Since Torr is the only one capable of this and he's most likely too busy, I will say that you should request it from GZDoom unless Torr decides he wants to do this. If you disagree with closing, please contact Torr through forum PM. |
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GZDoom feature requests have been closed for a long time, so It's either here or nothing. |
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