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IDProjectCategoryView StatusDate SubmittedLast Update
0000667Zandronum[All Projects] Suggestionpublic2012-02-05 09:212014-06-13 18:52
ReporterStrikerMan780 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusacknowledgedResolutionreopened 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0000667: Simple Goraud Shading option in MODELDEF for Models
DescriptionI'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 [^]'
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-  Notes
User avatar (0002570)
Torr Samaho (administrator)
2012-02-05 16:06

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?
User avatar (0002574)
Minigunner (reporter)
2012-02-05 19:53
edited on: 2012-02-05 20:44

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

User avatar (0002575)
Torr Samaho (administrator)
2012-02-05 20:57

> 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.
User avatar (0002577)
StrikerMan780 (reporter)
2012-02-06 06:06
edited on: 2012-02-06 13:24

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 [^]'

User avatar (0005143)
StrikerMan780 (reporter)
2012-10-20 20:06

It appears that Doomsday does this... I'm not sure how though. Perhaps that can be used as a reference?
User avatar (0009170)
Watermelon (developer)
2014-06-12 20:36

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.
User avatar (0009228)
StrikerMan780 (reporter)
2014-06-13 17:51

GZDoom feature requests have been closed for a long time, so It's either here or nothing.

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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 View Revisions
2012-02-05 20:44 Minigunner Note Edited: 0002574 View Revisions
2012-02-05 20:44 Minigunner Note Edited: 0002574 View Revisions
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 View Revisions
2012-02-06 06:08 StrikerMan780 Note Edited: 0002577 View Revisions
2012-02-06 06:09 StrikerMan780 Note Edited: 0002577 View Revisions
2012-02-06 06:09 StrikerMan780 Note Edited: 0002577 View Revisions
2012-02-06 06:10 StrikerMan780 Note Edited: 0002577 View Revisions
2012-02-06 13:24 StrikerMan780 Note Edited: 0002577 View Revisions
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






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