Future ZDoom Brightmaps support

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Re: Future ZDoom Brightmaps support

by Graf Zahl » Sat Aug 31, 2013 10:33 am

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.

Re: Future ZDoom Brightmaps support

by Blue Shadow » Sat Aug 31, 2013 8:04 am

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.

Re: Future ZDoom Brightmaps support

by DnB-Freak » Sat Aug 31, 2013 2:04 am

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.

Re: Future ZDoom Brightmaps support

by conradrdw » Fri Aug 30, 2013 4:09 pm

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
}

Future ZDoom Brightmaps support

by DnB-Freak » Fri Aug 30, 2013 11:18 am

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.

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