[gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

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Batandy
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[gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Batandy »

Dynamic lights seem to be behaving differently in the latest build, some are stronger than usual and others don't display at all:
[gzdoom-x64-g3.4pre-55-g80f57dfaf.7z] April 08 build:
Image
This is how it's supposed to look like

[gzdoom-x64-g3.4pre-197-g0affc119f] April 14 build
Image
Notice how even the archway on the right gets lit by a dynamic light, and the candles don't have any lights rendered
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by AFADoomer »

Possibly related: Models don't seem to be lit by dynamic lights at all right now. Also noticed that changing the render style (Dark/Doom/Legacy/etc.) doesn't seem to do anything.
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by dpJudas »

Changing render style seems to work fine on master for me right now. As for model lights, I can confirm this - they don't get lit here either. There's also a problem with some white blinking for some of the HUD weapons in Gene Tech.

Dynamic lights seem to work just fine in Doom 2 MAP01 when I test it. I can't check it for the screenshot as I don't know which mod, map or location there is being shown there.
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Korell »

dpJudas wrote:I can't check it for the screenshot as I don't know which mod, map or location there is being shown there.
It's Batandy's Castlevania: Simon's Destiny mod, and the first level. Start it up, go through the main doors into the castle and you are then in that corridor. I've tested it and get the same result as in the screenshots.
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Graf Zahl »

Where's a link to the mod? Guys, we do not like to hunt for stuff that gets used for bug reports. If a report contains a working link it's far more likely to be looked at.
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Graf Zahl »

For the record: The glitch can also be observed in Doom's E1M1.
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Batandy
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Batandy »

Yeah sorry, completely forgot as i wrote the post in a hurry yesterday
Here you go:
http://www.mediafire.com/file/9l5h70va0 ... y_v1.2.zip
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by dpJudas »

I tried debugging this a bit and it seems the dynamic lights are being culled on some walls for unknown reasons. It has something to do with the portal groups and PosRelative since if I remark the culling checks in gl_GetLight and GLWall::SetupLights the lights appear.
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Graf Zahl »

I think this can only be found by bisecting the commit history of the 2D_refactor branch. Apparently something isn't properly set up.
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Marisa the Magician »

Already on it.

Edit: I don't know if I'll be able to track it down with absolute precision since I have to skip A LOT of commits due to SDL/posix code that doesn't build.

Edit 2: Yeah... this isn't any good.
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Graf Zahl »

Seems to have started with

SHA-1: d6fedd36b1ce80c4ac71bc4d230b1191883272cf

* - moved the Plane class to vectors.h and deleted gl_geometric.h

It's a bit late so I don't know if I manage to find it before going to bed, so if anyone else wants to take a look, be my guest.
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Re: [gzdoom-x64-g3.4pre-197-g0affc119f] Dynamic Lights issue

Post by Graf Zahl »

Should be fixed. It was a simple coordinate mixup which happened when I tried to optimize a calculation for the light. The problem is simply that in OpenGL Y and Z are swapped, compared to the playsim.
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