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IDProjectCategoryView StatusDate SubmittedLast Update
0000347Zandronum[All Projects] Bugpublic2011-03-25 19:082018-09-30 23:18
ReporterNeuralStunner 
Assigned ToTorr Samaho 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version 
Target Version2.0Fixed in Version2.0 
Summary0000347: OpenGL: Over-bright Sprite Coloring with Dynamic Lights in Doom Light Mode
DescriptionThis 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 InformationI 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.
Attached Filespng file icon Overbright_Player.png [^] (168,286 bytes) 2011-03-25 19:08


png file icon Overbright_Imp_Blue.png [^] (275,920 bytes) 2011-03-25 19:08
png file icon Overbright_Imp_Bright.png [^] (236,026 bytes) 2011-03-25 19:09


png file icon Overbright_Imp_Normal.png [^] (257,567 bytes) 2011-03-25 19:09

- Relationships
child of 0001490closedTorr Samaho Backport ZDoom 2.5.0 

-  Notes
User avatar (0001181)
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.

User avatar (0001182)
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 [^]'

User avatar (0007609)
NeuralStunner (reporter)
2013-11-26 15:58

Oops, forgot about this entirely. 2.0-beta includes the new GL renderer, which fixes this issue.

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- Issue History
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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