float R_DoomLightingEquation(float light)
{
..
float lightscale = clamp((shade - min(24.0, vis)) / 32.0, 0.0, 31.0/32.0);
..
}
float R_DoomLightingEquation(float light)
{
..
float lightscale = clamp(round(shade - min(24.0, vis)) / 32.0, 0.0, 31.0/32.0);
..
}
dpJudas wrote:I'm not sure if having more precision is an advantage or not. I
Eruanna wrote: because I think there's very few computers that can't handle a 256k byte array versus the ones already handling a 32k array just fine. (When we're not talking in terms of GPU, this is just plain RAM we're talking about - who in the world doesn't have 224k RAM to spare??)
leileilol wrote:I don't think it should be a tonemap mode though. I only hijacked the tonemap shader since i'm lazy and the menu provides 4 options, which allowed the 4 neccessary palettes
Eruanna wrote:Yeah the biggest reason I am pushing for 18bpp is because I have seen for myself what ZDoom's 15bpp approximation does.
dpJudas wrote:I created a pull request for gzdoom adding it as a base feature of the tonemap shader: http://forum.drdteam.org/viewtopic.php?f=22&t=7097 - It has the advantage of knowing the game palette along with being able to bind the LUT as a texture.
dpJudas wrote:I did not know VGA palettes were only 18bpp. In any case, 18bpp works fine for me as it matches a 512x512 LUT texture perfectly.
I created a pull request for gzdoom adding it as a base feature of the tonemap shader: http://forum.drdteam.org/viewtopic.php?f=22&t=7097 - It has the advantage of knowing the game palette along with being able to bind the LUT as a texture.
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