"Light boxes" problem in enhanced night vision

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jablon1000
Posts: 62
Joined: Thu Jul 06, 2017 8:09 am

"Light boxes" problem in enhanced night vision

Post by jablon1000 »

I use a lot of mods but it seems like engine problem so i post it here. When using night vision googles around light sources you can see white boxes. I have toying with some options but notthing happen. I attach my ini file.

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: "Light boxes" problem in enhanced night vision

Post by Graf Zahl »

The 'transparent' parts of these sprites are black with no alpha. When these get inverted they turn white. To handle this properly the sprites need to have an alpha channel. This cannot be handled by the renderer without very costly workarounds.
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Rip and Tear
Posts: 185
Joined: Tue May 02, 2017 3:54 pm

Re: "Light boxes" problem in enhanced night vision

Post by Rip and Tear »

Would it be possible for a flag to be added that excludes the actor from being inverted for night vision?
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Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm
Location: Somewhere off Kanagawa

Re: "Light boxes" problem in enhanced night vision

Post by Mikk- »

GzDOOM's enhanced night vision only inverts classes that inherit from the class Inventory, or has the flags ISMONSTER, MISSILE or CORPSE
source: gzdoom/gl/scene/gl_sprite.cpp [line 948]

I guess Project Brutatlity marks those flare/smoke actors as MISSILE.
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