Future ZDoom Brightmaps support

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DnB-Freak
Posts: 304
Joined: Sun May 19, 2013 12:09 pm

Future ZDoom Brightmaps support

Post by DnB-Freak »

Software renderer has gone so far it finally supports colored sectors and fog throughout a colorimetry formula.
Will it support brightmaps too in future? Just asking.
conradrdw
Posts: 11
Joined: Fri Feb 15, 2013 7:34 pm
Location: Ukraine

Re: Future ZDoom Brightmaps support

Post by conradrdw »

I like that idea. Another thing i would like to ask - fullbright colors definition for voxels in voxeldef. It would be just something like bright color index definition in parameters:

BOTLA = "bottle1a"
{
Scale = 0.7
BrightColor = 191
BrightColor = 192
BrightColor = 193
BrightColor = 112
}
DnB-Freak
Posts: 304
Joined: Sun May 19, 2013 12:09 pm

Re: Future ZDoom Brightmaps support

Post by DnB-Freak »

conradrdw wrote:I like that idea. Another thing i would like to ask - fullbright colors definition for voxels in voxeldef. It would be just something like bright color index definition in parameters:

BOTLA = "bottle1a"
{
Scale = 0.7
BrightColor = 191
BrightColor = 192
BrightColor = 193
BrightColor = 112
}
I don't know much about voxels man, but your example is good and easy for it. They are not maps, but they tell which color should be bright and not.
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: Future ZDoom Brightmaps support

Post by Blue Shadow »

I'm no expert, but I don't think this is possible in the software renderer; GZDoom depends on its GL renderer and shader support to display brightmaps.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49053
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Future ZDoom Brightmaps support

Post by Graf Zahl »

Brightmaps in the software renderer would throw the optimized assembly functions out of whak, requiring much more complicated means. It'd mean writing a completely new set of rendering functions to accomplish it, and sorry, I don't see that happen.
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