dynamic lights bug
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Re: dynamic lights bug
You've provided little to know information here. The most important of the missing information is what hardware (GPU) you are using.
Re: dynamic lights bug
NVIDIA GeForce GT 620MRachael wrote:You've provided little to know information here. The most important of the missing information is what hardware (GPU) you are using.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: dynamic lights bug
If this is what I think it is it should be fixed. Can you check the latest devbuild?
Re: dynamic lights bug
same thing in g3.5pre-24Graf Zahl wrote:If this is what I think it is it should be fixed. Can you check the latest devbuild?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: dynamic lights bug
Ok. How can this be reproduced?
Re: dynamic lights bug
wish I knew
also no problems with integrated gpu
also no problems with integrated gpu
- Tesculpture
- Posts: 187
- Joined: Sun Feb 07, 2016 3:22 am
Re: dynamic lights bug
(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.
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.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: dynamic lights bug
I'm closing this because I'm pretty sure it's the same as the other still open lighting bug.