When making an area really bright using many dynamic lights, the illumination can loop "past" 0xFF on each colour channel, resulting in psychedelic garbage colours (kind of like this earlier bug report with paletted additive rendering). Compare this scene of many BFG ball detonations in truecolour, and then in paletted:
[imgur]http://i.imgur.com/Cnw49Wt[/imgur]
[imgur]http://i.imgur.com/urgkHzD[/imgur]
This is an unusual scene which exaggerates the effect, but it is possible to observe this in "vanilla" conditions, eg. by using the plasma rifle in a bright sector with bright textures. Observe how one of the lamps on the ceiling has a "dark spot" in truecolour here, but not in paletted:
[imgur]http://i.imgur.com/3exJ8vI[/imgur]
[imgur]http://i.imgur.com/dUPSLQL[/imgur]
[Truecolour] Illumination from dynamic lights isn't clamped
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Re: [Truecolour] Illumination from dynamic lights isn't clam
Damn it, I can't find a proper youtube link for the scene where they are wowed by a million psychedelic colors in the movie Hackers!
Anyhow, yeah, it shouldn't be doing that.
Anyhow, yeah, it shouldn't be doing that.
- Major Cooke
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Re: [Truecolour] Illumination from dynamic lights isn't clam
I was gonna ask if that could be made a feature. I liked that effect...
- GFD
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Re: [Truecolour] Illumination from dynamic lights isn't clam
There's always someone, isn't there?
One thing that's interesting about the way the bug worked was that you'd get darker colours mixed in when doing this in a darker area:
[imgur]http://i.imgur.com/UyhWhVJ[/imgur]
The effect also "smoothened" out when turning on linear filtering, although I think this looks remarkably worse / more "garbage-y":
[imgur]http://i.imgur.com/9xcqaHx[/imgur]
[imgur]http://i.imgur.com/ZV0Y2iV[/imgur]
An actual good way to do an effect like this would be something like dynamic lights with different colour gradients at different radiuses, somehow. I feel like such a feature would be more difficult to implement in the OpenGL hardware renderer, but I could easily be wrong.
One thing that's interesting about the way the bug worked was that you'd get darker colours mixed in when doing this in a darker area:
[imgur]http://i.imgur.com/UyhWhVJ[/imgur]
The effect also "smoothened" out when turning on linear filtering, although I think this looks remarkably worse / more "garbage-y":
[imgur]http://i.imgur.com/9xcqaHx[/imgur]
[imgur]http://i.imgur.com/ZV0Y2iV[/imgur]
An actual good way to do an effect like this would be something like dynamic lights with different colour gradients at different radiuses, somehow. I feel like such a feature would be more difficult to implement in the OpenGL hardware renderer, but I could easily be wrong.
- Major Cooke
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Re: [Truecolour] Illumination from dynamic lights isn't clam
It even makes the metal on the left look like actual metal too. I like that.
Re: [Truecolour] Illumination from dynamic lights isn't clam
These screenshots are so much Vaporwave ...
- Dark-Assassin
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Re: [Truecolour] Illumination from dynamic lights isn't clam
Good this got fixed before someone made a mod relying on it.
Re: [Truecolour] Illumination from dynamic lights isn't clam
To abuse that bug, one would have to somehow overdraw an insane amount of dynamic lights, which in the software renderer, would probably run at like, 0 FPS? No thanks. :P