"Light boxes" problem in enhanced night vision

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Expand view Topic review: "Light boxes" problem in enhanced night vision

Re: "Light boxes" problem in enhanced night vision

by Mikk- » Fri Jan 12, 2018 12:30 pm

GzDOOM's enhanced night vision only inverts classes that inherit from the class Inventory, or has the flags ISMONSTER, MISSILE or CORPSE
source: gzdoom/gl/scene/gl_sprite.cpp [line 948]

I guess Project Brutatlity marks those flare/smoke actors as MISSILE.

Re: "Light boxes" problem in enhanced night vision

by Rip and Tear » Fri Jan 12, 2018 11:52 am

Would it be possible for a flag to be added that excludes the actor from being inverted for night vision?

Re: "Light boxes" problem in enhanced night vision

by Graf Zahl » Fri Jan 12, 2018 11:06 am

The 'transparent' parts of these sprites are black with no alpha. When these get inverted they turn white. To handle this properly the sprites need to have an alpha channel. This cannot be handled by the renderer without very costly workarounds.

"Light boxes" problem in enhanced night vision

by jablon1000 » Fri Jan 12, 2018 11:00 am

I use a lot of mods but it seems like engine problem so i post it here. When using night vision googles around light sources you can see white boxes. I have toying with some options but notthing happen. I attach my ini file.

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