Glaring lights.

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Expand view Topic review: Glaring lights.

by solarsnowfall » Wed Dec 07, 2005 0:06

It drops to ~200 fps for me, with both the window and ceiling light in view, ~400 fps with only the window in view. I'm running on an Athelon 3500 though...

by TheDarkArchon » Tue Dec 06, 2005 21:56

The framerate takes a noticable dip but nothing as bad as SSD.

by solarsnowfall » Tue Dec 06, 2005 19:39

Any frame rate issues?

by TheDarkArchon » Tue Dec 06, 2005 10:27

:shock: Jawsome!

by smg m7 » Tue Dec 06, 2005 4:58

That's cool. It'd work nice for something dark.

by solarsnowfall » Tue Dec 06, 2005 0:34

Slight revision. Updated the calculations to factor in Z distance. The total distance calculated is a true 3d distance now. Before it only measured a distance based on the X and Y positions, wich means the light fading would not be effected at different Z ranges. Like a right triangle, side A is the XY distance, side B is the Z distance, and the 3d distance is calculated as the hypotenuse.

Glaring lights.

by solarsnowfall » Sun Dec 04, 2005 1:47

Cutmanmike wrote:Can we have the tunnel map? :)
This is the effect (a couple) from that wad. Nothing too spectacular. Not even sure if this will run well on lesser systems. The ceiling light is static. The wall light casts a glare into the room, that lessens as the player gets closer to the window. Maybe usefull to someone. :roll:

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