dynamic lights bug

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madsnark
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dynamic lights bug

Post by madsnark »

3.4.0, dynamic lights are off:



on:



doesn't happen in older releases
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Rachael
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Re: dynamic lights bug

Post by Rachael »

You've provided little to know information here. The most important of the missing information is what hardware (GPU) you are using.
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madsnark
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Re: dynamic lights bug

Post by madsnark »

Rachael wrote:You've provided little to know information here. The most important of the missing information is what hardware (GPU) you are using.
NVIDIA GeForce GT 620M
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Graf Zahl
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Re: dynamic lights bug

Post by Graf Zahl »

If this is what I think it is it should be fixed. Can you check the latest devbuild?
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madsnark
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Re: dynamic lights bug

Post by madsnark »

Graf Zahl wrote:If this is what I think it is it should be fixed. Can you check the latest devbuild?
same thing in g3.5pre-24
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Graf Zahl
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Re: dynamic lights bug

Post by Graf Zahl »

Ok. How can this be reproduced?
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madsnark
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Re: dynamic lights bug

Post by madsnark »

wish I knew

also no problems with integrated gpu
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Tesculpture
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Re: dynamic lights bug

Post by Tesculpture »

(My GPU is an AMD Radeon R5 200 series and I am using the 64bit version of GZDoom 3.4.0)

When "Render Mode" is set to "Softpoly Renderer" or "True Color Softpoly", the "Dynamic Lights (OpenGL)" option has no effect - dynamic lights remain on regardless.

When "Render Mode" is set to "OpenGL Accelerated", setting "Dynamic Lights (OpenGL)" to "Off" dims dynamic lights to about half their normal brightness, but still does not turn them off.

This can be seen in the first level of Doom II, with the first Armour Bonus you encounter, or more obviously by using the "summon soulsphere" console command in the dark area to the left of your start point.

If it is any help, switching "Dynamic Lights (OpenGL)" to "Off" does seem to turn off dynamic lights while the menu is still open (with the framerate improving as a result), but as soon as you close the menu and the game unpauses, they reappear.
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Graf Zahl
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Re: dynamic lights bug

Post by Graf Zahl »

I'm closing this because I'm pretty sure it's the same as the other still open lighting bug.
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