Subtractive glow colors

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

Subtractive glow colors

Postby Major Cooke » Sat May 08, 2021 7:46 pm

Much like subtractive dynamic lights, subtractive glows would behave inverse of regular glows. Currently there's no way to do this but it would be nice to have a controllable height because right now, the only way to do this is by using Doom64 lighting - but you can't control how high it goes.
User avatar
Major Cooke
QZDoom Maintenance Team
Joined: 28 Jan 2007

Re: Subtractive glow colors

Postby Tormentor667 » Sun May 09, 2021 5:01 am

I agree, that would have been useful a number of times.
User avatar
needs more detail
Joined: 16 Jul 2003
Location: Germany

Re: Subtractive glow colors

Postby Rachael » Sun May 09, 2021 6:13 am

I really really hate how subtractive lights work, especially with the way it tries to flip the hue in order to make it match the original light color (incorrectly, even).

If this is implemented I would prefer a multiplicative glow (0.0-1.0) instead. The hue does not need to be reversed for that.
User avatar
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Subtractive glow colors

Postby Chris » Sun May 09, 2021 3:33 pm

Rachael wrote:If this is implemented I would prefer a multiplicative glow (0.0-1.0) instead. The hue does not need to be reversed for that.

Depending on the desired effect, that may not be a suitable alternative. If you want to create something that takes away a fixed amount of light, in a similar way to how a normal light adds a fixed amount of light, a 0-1 multiplier won't work as it would take away an amount of light dependent on the light already there. It would also be subject to ordering issues, since applying a multiplicative light after all other lights will be different than if it's applied after sector lighting but before dynamic point- and spot-lights; different people could want different behaviors for different purposes (e.g. faux light occlusion should only affect static map lighting, not dynamic lights that may point directly at it, while something like a black hole or bottomless pit may want to absorb all light regardless of source).
User avatar
Joined: 17 Jul 2003

Re: Subtractive glow colors

Postby Gez » Mon May 10, 2021 2:52 am

I don't think there could possibly be a realistic model of negative light. I doubt wave cancellation would work with light waves like it works with sound waves, since it'd just result in twice as many photons.
Joined: 06 Jul 2007

Return to Feature Suggestions

Who is online

Users browsing this forum: No registered users and 0 guests