by Urthur » Sun Feb 23, 2020 5:09 pm
A glitch I ran across recently involving the use of 3D volume lighting effects above deep water.
In GZDoom 4.3.1, the Global sector colors of the deep water would get transferred to the 3D volume of the brightness transfer, resulting in the player seeing the light and fade of the deep water while in the air above the water. ZDoom 2.8.1 's software rendering would handle things correctly however.
A work around I found, was to replace the Transfer Brightness effect with an equivalent non-solid, zero opacity 3D Floor.
An additional effect I noted was that Transfer Brightness would function without glitching if there was a solid floor between the water and the light effect, such as a bridge above the water catching the light of the Transfer Brightness, while casting it's own shadow onto the water below it.
A glitch I ran across recently involving the use of 3D volume lighting effects above deep water.
In GZDoom 4.3.1, the Global sector colors of the deep water would get transferred to the 3D volume of the brightness transfer, resulting in the player seeing the light and fade of the deep water while in the air above the water. ZDoom 2.8.1 's software rendering would handle things correctly however.
A work around I found, was to replace the Transfer Brightness effect with an equivalent non-solid, zero opacity 3D Floor.
An additional effect I noted was that Transfer Brightness would function without glitching if there was a solid floor between the water and the light effect, such as a bridge above the water catching the light of the Transfer Brightness, while casting it's own shadow onto the water below it.