MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000896 | Zandronum | [All Projects] Bug | public | 2012-06-24 15:09 | 2012-07-07 19:18 |
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Reporter | Bloax | |
Assigned To | | |
Priority | normal | Severity | tweak | Reproducibility | always |
Status | closed | Resolution | no change required | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 98d | |
Target Version | | Fixed in Version | | |
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Summary | 0000896: Additive rendering erronously handles pure colors |
Description | When an actor with the "Add"itive Renderstyle has a sprite with a pure color range (Eg. The RGB(0,0,0)-RGB(0,255,0) range) - they are handled incorrectly.
Or rather, they may be handled "correctly" - but the result is VERY ugly.
(And yes, I labeled this "Tweak" because the fix would quite literally be a tweak.) |
Steps To Reproduce | Run AdditiveTest2.pk3, and summon "Testshot" for an example with the pure green range, and "Testshot2" for one with the red one.
They will both clip at the maximum of their color range (Eg. With green at RGB(0,255,0)) And stop increasing in "optical" brightness, since pure red, green or blue aren't the brightest colors one can see. (That is pure white.)
This is most likely a problem with the algorithm (I guess?) that handles the addition of the colors. |
Additional Information | Fixing this may very well slow down additive rendering (IFs aren't the lightest of operations), but it'd make things less ugly.
As for how fixing this might work, -I THINK- that having an If (AddColor == OldColor && AddColor != White) and then somehow add the OldColor value to the OTHER colors (Instead of adding x Green to 255 Green, add it to Red/Blue).
Of course I'm silly and I have no idea how this stuff works. But in my little fantasyland bubble of joy, that somehow makes sense. |
Tags | No tags attached. |
Relationships | |
Attached Files | AdditiveTest2.pk3 (3,276) 2012-06-24 15:09 /tracker/file_download.php?file_id=635&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2012-06-24 15:09 | Bloax | New Issue | |
2012-06-24 15:09 | Bloax | File Added: AdditiveTest2.pk3 | |
2012-06-24 15:27 | Torr Samaho | Note Added: 0003840 | |
2012-06-24 15:28 | Torr Samaho | Status | new => feedback |
2012-06-24 22:28 | Bloax | Note Added: 0003848 | |
2012-06-24 22:28 | Bloax | Status | feedback => new |
2012-06-26 20:41 | Torr Samaho | Note Added: 0003857 | |
2012-06-27 00:23 | Bloax | Note Added: 0003861 | |
2012-06-29 23:56 | Edward-san | Note Added: 0003869 | |
2012-07-06 04:54 | Bloax | Note Added: 0003904 | |
2012-07-07 19:18 | Torr Samaho | Note Added: 0003908 | |
2012-07-07 19:18 | Torr Samaho | Status | new => closed |
2012-07-07 19:18 | Torr Samaho | Resolution | open => no change required |
Notes |
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(0003848)
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Bloax
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2012-06-24 22:28
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It's exactly the same. And my best guess is that it's caused by the way the addition is done. |
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Is it still the same in the latest (G)ZDoom version? |
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(0003861)
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Bloax
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2012-06-27 00:23
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(0003904)
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Bloax
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2012-07-06 04:54
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Boo, slow reply.
But yes, it's exactly the same all around the house.
And even outside of it. (Photoshop, despite its' usually weird, hacky ways - also has this issue.) |
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Well, if it's the same in Photoshop, I'm pretty sure it's working as intended. If you still think it's a bug, please report it at the ZDoom/GZDoom forum. |
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