The effect is rather obvious. Saturation is applied after color is applied when Sector_SetColor is used, which causes sectors to turn completely greyscale to varying shades depending on the color used. In ZDoom, this would mean to desaturate the sector to the intended grey level, *then* apply the color to the result.
I can supply a test level if required.
			
			
									
						
										
						[r16] Saturation is applied after coloring
Moderator: Graf Zahl
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				Kate
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				Graf Zahl
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				Kate
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Here are my GL settings:
[spoiler][/spoiler]
And a simple testing map. I used yellow in this case because it's both bright and easy to see the effect with. One half of the square (where you stand when you first start) uses yellow with no desaturation and the other half of the square uses yellow with full desaturation. The second half appears as silver for me with these settings.
			
			
						[spoiler]
Code: Select all
Log started: Sat Feb 09 13:36:45 2008
]CvarList gl_*
AC* gl_rotate_weapon_models : :true
A   gl_clamping_bug : :false
A   gl_texture_format : :0
A   gl_texture_filter : :4
A   gl_texture_filter_anisotropic : :16
A   gl_render_precise : :true
A   gl_fakecontrast : :true
A   gl_seamless : :true
A   gl_render_segs : :true
A   gl_mirror_envmap : :true
    gl_mirrors : :true
A   gl_precache : :true
A   gl_texture_usehires : :true
A   gl_glsl_renderer : :false
A   gl_brightmap_shader : :true
A   gl_colormap_shader : :true
A   gl_warp_shader : :true
A   gl_billboard_mode : :1
A   gl_particles_style : :1
A   gl_spriteclip : :2
    gl_nocoloredspritelighting : :false
A   gl_sprite_blend : :false
A   gl_usecolorblending : :true
A   gl_sky_detail : :16
    gl_noskyboxes : :false
A   gl_blendcolormaps : :true
    gl_forcemultipass : :false
A   gl_mask_threshold : :0.5
A   gl_nearclip : :5
A   gl_no_skyclear : :false
    gl_texture : :true
    gl_noquery : :false
A   gl_interpolate_model_frames : :true
    gl_notexturefill : :false
A   gl_vid_compatibility : :false
A   gl_nogl : :false
A   gl_distfog : :70
A   gl_lightmode : :3
A   gl_depthfog : :true
A   gl_enhanced_lightamp : :true
A   gl_lights_additive : :false
A   gl_light_ambient : :32
A   gl_light_particles : :true
A   gl_light_sprites : :true
A   gl_lights_size : :1
A   gl_lights_intensity : :0.5
A   gl_lights_checkside : :true
A   gl_bulletlight : :true
A   gl_attachedlights : :true
A   gl_weaponlight : :8
A   gl_lights : :true
A   gl_lights_debug : :false
A   gl_usearrays : :false
    gl_spritesortback : :false
A   gl_vid_refreshHz : :0
A   gl_vid_allowsoftware : :false
A   gl_vid_multisample : :0
57 cvars
]LogFile
Log stopped: Sat Feb 09 13:37:06 2008
And a simple testing map. I used yellow in this case because it's both bright and easy to see the effect with. One half of the square (where you stand when you first start) uses yellow with no desaturation and the other half of the square uses yellow with full desaturation. The second half appears as silver for me with these settings.
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				Enjay
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				Graf Zahl
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