I really like the way these pallette posterized dynamic lights look like in QZDoom Software renderer. Having these in OpenGL mode would be awesome as this pallette restriction is exactly what makes dynamic lghts look right.
So I made some screens: https://drive.google.com/open?id=1Ux9fM ... 9LIFR4YSwq
Would also like to have some sort of parallax-mapping as it doesn't need any light source information to make doom look better.
A pretty good alternative to normal maps
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- Darkcrafter
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Re: A pretty good alternative to normal maps
I'm tempted to say 'no' outright, but if dpJudas thinks this has some merit I may reconsider. The chances are slim, though. If you want stuff to look like the software renderer, use the software renderer!
Re: A pretty good alternative to normal maps
I'm not really sure I understand the request here. The lights in the palette software renderer are calculated in true color just like in the GL renderer. Just before storing the result it uses a 6-bit lookup table to find the nearest palette color.
This is functionally identical to enabling the palette tonemap in the GL renderer. So unless I misunderstood something here, this could actually be marked as [Already In].
This is functionally identical to enabling the palette tonemap in the GL renderer. So unless I misunderstood something here, this could actually be marked as [Already In].
Re: A pretty good alternative to normal maps
Code: Select all
gl_tonemap 5
gl_bandedswlight true
There will be no further features added at this time to gimp the colour output of the OpenGL renderer - a lot is already possible with the custom shader system anyhow if you need to customize this any further.
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Re: A pretty good alternative to normal maps
What means "Banded Software Lightmode"? Does it makes OpenGL renderer looks more similar to standard Software renderer?Rachael wrote:You'll get pretty much the exact same result as in those screenshots.Code: Select all
gl_tonemap 5 gl_bandedswlight true
There will be no further features added at this time to gimp the colour output of the OpenGL renderer - a lot is already possible with the custom shader system anyhow if you need to customize this any further.
Re: A pretty good alternative to normal maps
One of the "features" so to speak because of the limited COLORMAP ramps in the original Doom was the banding lines between each light level. This recreates the effect in OpenGL. It makes the light fading in the Software light mode into a steppy-gradient instead of a smooth one.