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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000347 | Zandronum | [All Projects] Bug | public | 2011-03-25 19:08 | 2018-09-30 23:18 | ||||
Reporter | NeuralStunner | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | |||||||||
Target Version | 2.0 | Fixed in Version | 2.0 | ||||||
Summary | 0000347: OpenGL: Over-bright Sprite Coloring with Dynamic Lights in Doom Light Mode | ||||||||
Description | This is an odd and nasty one caused by a few settings and situations put together. | ||||||||
Steps To Reproduce | - 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. | ||||||||
Additional Information | 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. | ||||||||
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unknownna (updater) 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. |
NeuralStunner (reporter) 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 [^]' |
NeuralStunner (reporter) 2013-11-26 15:58 |
Oops, forgot about this entirely. 2.0-beta includes the new GL renderer, which fixes this issue. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2011-03-25 19:08 | NeuralStunner | New Issue | |
2011-03-25 19:08 | NeuralStunner | File Added: Overbright_Player.png | |
2011-03-25 19:08 | NeuralStunner | File Added: Overbright_Imp_Blue.png | |
2011-03-25 19:09 | NeuralStunner | File Added: Overbright_Imp_Bright.png | |
2011-03-25 19:09 | NeuralStunner | File Added: Overbright_Imp_Normal.png | |
2011-03-25 21:02 | unknownna | Note Added: 0001181 | |
2011-03-25 21:05 | unknownna | Status | new => feedback |
2011-03-25 21:18 | unknownna | Note Edited: 0001181 | View Revisions |
2011-03-25 21:18 | unknownna | Note Edited: 0001181 | View Revisions |
2011-03-25 21:27 | unknownna | Note Edited: 0001181 | View Revisions |
2011-03-25 21:41 | NeuralStunner | Note Added: 0001182 | |
2011-03-25 21:41 | NeuralStunner | Status | feedback => new |
2011-03-29 01:38 | NeuralStunner | Note Added: 0001218 | |
2011-03-29 01:38 | NeuralStunner | Note Deleted: 0001218 | |
2011-03-29 01:38 | NeuralStunner | Note Edited: 0001182 | View Revisions |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2012-07-31 19:25 | Torr Samaho | Status | new => acknowledged |
2012-07-31 19:25 | Torr Samaho | Resolution | open => backport later |
2013-11-26 15:58 | NeuralStunner | Note Added: 0007609 | |
2013-11-26 18:01 | Dusk | Relationship added | child of 0001490 |
2013-11-26 18:02 | Dusk | Status | acknowledged => resolved |
2013-11-26 18:02 | Dusk | Fixed in Version | => 2.0 |
2013-11-26 18:02 | Dusk | Resolution | backport later => fixed |
2013-11-26 18:02 | Dusk | Assigned To | => Torr Samaho |
2013-11-26 18:02 | Dusk | Target Version | => 2.0 |
2018-09-30 23:18 | Blzut3 | Status | resolved => closed |
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