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.
Future ZDoom Brightmaps support
Moderator: GZDoom Developers
Re: Future ZDoom Brightmaps support
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
}
BOTLA = "bottle1a"
{
Scale = 0.7
BrightColor = 191
BrightColor = 192
BrightColor = 193
BrightColor = 112
}
Re: Future ZDoom Brightmaps support
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.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
}
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- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: Future ZDoom Brightmaps support
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.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49053
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Future ZDoom Brightmaps support
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.