Fake Contrast nullifying Lightspot around player... Again.

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Fake Contrast nullifying Lightspot around player... Again.

Postby Sinael » Thu Apr 02, 2020 7:30 am

This bug viewtopic.php?f=7&t=63297&p=1087742
Has returned at some point.

Short summary: FakeContrast lowers the brightnesss of some walls in low lightlevel sectors to the point where they become pitch black, and stop being affected by the lightspot that supposed to illuminate the area around the player slightly on Doom, Software and Vanilla lightmodes.

Here's gallery example at E1M3 after picking up blue key: https://imgur.com/a/m1fK26B
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Sinael
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Re: Fake Contrast nullifying Lightspot around player... Agai

Postby Graf Zahl » Sun Apr 19, 2020 6:02 am

This looks very much like the software renderer does, on the dark wall the light is so low that nothing of it remains to be seen.
I don't think there's anything to fix here.
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Graf Zahl
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Re: Fake Contrast nullifying Lightspot around player... Agai

Postby Sinael » Mon Apr 20, 2020 12:12 am

That's not how it looks in actual Software (original Doom on DosBox/Chocolate) at all.
In Software the wall is barely visible, but it is still /visible/ and not a slab of all absorbing pitch black that sticks out like a sore thumb.
It looks good in Software renderer, but it does not look good in hardware.

But that's only part of the bug.
Another part of the bug is that it's not affected by the illumination spot around the player.

It was considered a bug when I made the last thread and was fixed to not be so pitch black and be affected by the light spot.
But now it appears like it was before a fix - with those surfaces strikingly sticking out as an out of place pitch black surfaces.
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Sinael
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Re: Fake Contrast nullifying Lightspot around player... Agai

Postby Graf Zahl » Mon Apr 20, 2020 12:38 am

Then please try to find which was the last version this was correct in. For me it looks extremely close to the software renderer in GZDoom - that includes the lack if uillumination.
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