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.
50 Transfer Brightness above 160 Sector Set 3D Floor
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.
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.
Re: 50 Transfer Brightness above 160 Sector Set 3D Floor
Can you post an example map of this in its broken form?
- Graf Zahl
- 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
Link is dead. Please reupload, preferrably in a less volatile place.
- Graf Zahl
- 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
It's 5 months now, case closed.