Just adding some finishing touches such as animating sector glows (you may have to click the image to see the effect):
E2M3
It looks smooth in game (taking screenshots interrupted the animation) but you'll get the idea. This was done by designating a "controller" bright light actor to those sectors with glows, opening the possibility of other lighting effects in bright sectors. Easy really, although a matter of preference. Still pondering how to present any options for this in the menu, which is already confusing enough. I could add logic to add the effect depending on sector size, but that would break many areas, such as the lit stairs at the start of E1M2.
I've added and optimized accurate color averaging as described
here, which makes a subtle but significant difference. Much of the time it's not noticeable, but when it is it improves lighting. I shied away from this at first for performance reasons, but with optimization there is little to no performance impact. Another easy win with a few lines of added code.
These changes have enabled me to eliminate a number of dynamic lights and definitions that were fudge. So I expect performance has improved in some areas.
Interestingly, there are some areas of exaggerated flickering
not caused by
Relighting, e.g. torches across the nukage pit at E4M1 start. I've made changes to use real time light as much as possible to preserve map design, although this case isn't one of them. So there are likely to be a few areas like that upon release. Ah well.
Still finding the light.
