GZDoom ShadowMap for DynamicLight

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Re: GZDoom ShadowMap for DynamicLight

by Caligari87 » Fri Jul 08, 2016 2:01 pm

Graf, what about the option to manually exclude/include/link dynamic lights and sectors with a bitmask or something? You floated that idea yourself a while back and haven't quite "No'd" it yet ;)

Wouldn't work for "real" dynamic shadows but would definitely be useful for other effects such as "light blocking", especially if the bitmask is able to be edited at runtime.

8-)

Re: GZDoom ShadowMap for DynamicLight

by Monsterovich » Fri Jul 08, 2016 1:42 pm

Graf Zahl wrote:but building such a thing for larger maps takes forever.
over 10 seconds..

Re: GZDoom ShadowMap for DynamicLight

by Graf Zahl » Thu Jun 30, 2016 8:03 am

The problem is that this kind of stuff requires data structures that simply are not there. Remember, Vavoom requires a GLVIS lump to handle this - but building such a thing for larger maps takes forever. Aside from that it also put some heavy drag on the engine.

Re: GZDoom ShadowMap for DynamicLight

by DnB-Freak » Thu Jun 30, 2016 7:20 am

Lud wrote:More like dynamic light blocking so that it doesn't pass through walls and seem unrealistic.
Yes something like that.

I got 'No' but I don't find what exactly is the problem.

Re: GZDoom ShadowMap for DynamicLight

by Accensus » Thu Jun 30, 2016 7:16 am

More like dynamic light blocking so that it doesn't pass through walls and seem unrealistic.

Re: GZDoom ShadowMap for DynamicLight

by Graf Zahl » Thu Jun 30, 2016 7:10 am

No idea what precisely you want. If you mean walls casting shadows, the answer is no.

GZDoom ShadowMap for DynamicLight

by DnB-Freak » Thu Jun 30, 2016 7:04 am

I don't know if this has been asked before, but...
I don't get Vavoom to work and wonder if this can be applied using GZDoom shaders.

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