by Rachael » Sun Mar 25, 2018 1:41 pm
GZDoom has always needed a static lighting system of some sort, we just got away with not having one because for the most part hardware has advanced to the point of not suffering huge performance losses by not having them.
But that being said, even in immutable levels on Unreal/Quake, movable objects that carry lights have always been allowed to illuminate immutable sections on their own. It does not make sense not to allow that.
GZDoom has always needed a static lighting system of some sort, we just got away with not having one because for the most part hardware has advanced to the point of not suffering huge performance losses by not having them.
But that being said, even in immutable levels on Unreal/Quake, movable objects that carry lights have always been allowed to illuminate immutable sections on their own. It does not make sense not to allow that.