Transfer Light Sprite Glitch

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ChickenLegz
Posts: 20
Joined: Thu Aug 15, 2013 15:39

Transfer Light Sprite Glitch

Post by ChickenLegz »

This is what it looks like in gl_lightmode=2 "DOOM" in a sector with AS: 50 transfer light.
screenshot.jpg
In Legacy and Software there's no problem with this,
but on Standard, Bright, Dark and Doom sprites keeps dark even in the bright region.
Is it a bug or a limitation?
demo.wad
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Graf Zahl
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Re: Transfer Light Sprite Glitch

Post by Graf Zahl »

Looks correct for me in my latest build. What version is this? And what graphics card?
ChickenLegz
Posts: 20
Joined: Thu Aug 15, 2013 15:39

Re: Transfer Light Sprite Glitch

Post by ChickenLegz »

It's GZDoom v2.1.1.0, but I'm not sure which build it is.
I think the trouble lies at gl_distfog parameter.

When using sector lighting mode at Software:
scr1.jpg
When using sector lighting mode at Standard
with gl_distfog at 400:
scr2.jpg
When using sector lighting mode at Standard
with gl_distfog at 70:
scr3.jpg
If you want the Graphics details:
Spoiler:
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Graf Zahl
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Re: Transfer Light Sprite Glitch

Post by Graf Zahl »

Definitely fog related. Why are you 400? It's rather high...
ChickenLegz
Posts: 20
Joined: Thu Aug 15, 2013 15:39

Re: Transfer Light Sprite Glitch

Post by ChickenLegz »

Yes, I know, but I'm aiming for dark and creepy rooms (about 64 brightness level) where you see a monster once about 256 map units away, not 1024.
Anyhow, Is this a bug or just a limitation?
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Graf Zahl
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Re: Transfer Light Sprite Glitch

Post by Graf Zahl »

Bug. The sprite splitting code only sets fog once, not per light slice as it should.

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