
Thread title. Attenuated spotlights are not affecting decals.
Moderator: GZDoom Developers
No, it's my own implementation. But I guess there's only so many ways you can attach a spotlight to a player so I guess you could say it's similar.dpJudas wrote:Nash, did you use Gutawer's flashlight mod to get that screenshot
Code: Select all
class LADLightSource : DynamicLight
{
// <snip>
override void BeginPlay(void)
{
Super.BeginPlay();
// initialize dynamic light stuff
args[0] = def_r;
args[1] = def_g;
args[2] = def_b;
args[3] = def_intensity;
bAttenuate = bool(def_atten);
bDontLightSelf = bool(def_dontlightself);
bSpot = bool(def_spot);
if (bSpot)
{
SpotInnerAngle = def_spotinnerangle;
SpotOuterAngle = def_spotouterangle;
}
}
}
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if (light->visibletoplayer &&
!(light->flags2&MF2_DORMANT) &&
(!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) &&
!(light->lightflags&LF_DONTLIGHTACTORS))
Surely there is. When this code was written, there was no shader based lighting and using a light texture to illuminate sprites is not particularly well doable...dpJudas wrote:I don't really disagree with you on that. It is just that I assume there was a reason you didn't make it use the light list in the first place
Glaice wrote:I have noticed that with blood decals from custom gore mods don't always play nice, they sometimes show up as black and sometimes normally.
Screenshot example. GZDoom 3.4.0 64 bit used with a ATI Sapphire RX 480 8 GB video card under Windows 7 64 bit.