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IDProjectCategoryView StatusDate SubmittedLast Update
0000896Zandronum[All Projects] Bugpublic2012-06-24 15:092012-07-07 19:18
ReporterBloax 
Assigned To 
PrioritynormalSeveritytweakReproducibilityalways
StatusclosedResolutionno change required 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version98d 
Target VersionFixed in Version 
Summary0000896: Additive rendering erronously handles pure colors
DescriptionWhen 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 ReproduceRun 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 InformationFixing 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.
Attached Files? file icon AdditiveTest2.pk3 [^] (3,276 bytes) 2012-06-24 15:09

- Relationships

-  Notes
User avatar (0003840)
Torr Samaho (administrator)
2012-06-24 15:27

Is this any different in GZDoom 323?
User avatar (0003848)
Bloax (reporter)
2012-06-24 22:28

It's exactly the same. And my best guess is that it's caused by the way the addition is done.
User avatar (0003857)
Torr Samaho (administrator)
2012-06-26 20:41

Is it still the same in the latest (G)ZDoom version?
User avatar (0003861)
Bloax (reporter)
2012-06-27 00:23

Exactly the same still.
User avatar (0003869)
Edward-san (developer)
2012-06-29 23:56

What about latest gzdoom build?
User avatar (0003904)
Bloax (reporter)
2012-07-06 04:54

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.)
User avatar (0003908)
Torr Samaho (administrator)
2012-07-07 19:18

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.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: carpathia
Opponents: No one explicitly opposes this issue yet.

- 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






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