50 Transfer Brightness above 160 Sector Set 3D Floor

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
User avatar
Urthur
Posts: 27
Joined: Wed May 30, 2018 6:19 pm

50 Transfer Brightness above 160 Sector Set 3D Floor

Post by Urthur »

A glitch I ran across recently involving the use of 3D volume lighting effects above deep water.

In GZDoom 4.3.1, the Global sector colors of the deep water would get transferred to the 3D volume of the brightness transfer, resulting in the player seeing the light and fade of the deep water while in the air above the water. ZDoom 2.8.1 's software rendering would handle things correctly however.

A work around I found, was to replace the Transfer Brightness effect with an equivalent non-solid, zero opacity 3D Floor.

An additional effect I noted was that Transfer Brightness would function without glitching if there was a solid floor between the water and the light effect, such as a bridge above the water catching the light of the Transfer Brightness, while casting it's own shadow onto the water below it.
User avatar
Rachael
Posts: 13571
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: 50 Transfer Brightness above 160 Sector Set 3D Floor

Post by Rachael »

Can you post an example map of this in its broken form?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49071
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: 50 Transfer Brightness above 160 Sector Set 3D Floor

Post by Graf Zahl »

Link is dead. Please reupload, preferrably in a less volatile place.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49071
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: 50 Transfer Brightness above 160 Sector Set 3D Floor

Post by Graf Zahl »

It's 5 months now, case closed.
Post Reply

Return to “Closed Bugs [GZDoom]”