[4.8.2] GLDEFS "dontlightmap" doesn't work in SW renderers

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[4.8.2] GLDEFS "dontlightmap" doesn't work in SW renderers

Post by Guest »

When "Render Mode" is set to "Hardware accelerated", dynamic lights with the property "dontlightmap 1" work as intended. When "Render Mode" is set to either "Doom Software Renderer" or "True Color SW Renderer", dynamic lights with "dontlightmap 1" still light up the maps' geometry. I tested this with heretic.wad.
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Re: [4.8.2] GLDEFS "dontlightmap" doesn't work in SW rendere

Post by Graf Zahl »

The software renderer does not have lightmaps so any feature related to it won't do anything.
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Re: [4.8.2] GLDEFS "dontlightmap" doesn't work in SW rendere

Post by Nash »

This isn't related to baked lightmaps, but actually this feature by MajorCooke: https://github.com/coelckers/gzdoom/com ... 7b22c0cd61

Pinging MajorCooke to take look at this.

(unsurprising that this doesn't work in the software renderer; judging from that commit, none of the software renderer files were modified)
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Re: [4.8.2] GLDEFS "dontlightmap" doesn't work in SW rendere

Post by Graf Zahl »

So we're still in the same spot: Advanced feature not implemented in the software renderer...
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Re: [4.8.2] GLDEFS "dontlightmap" doesn't work in SW rendere

Post by Major Cooke »

I'll do some more searching around in a bit. None of the flags are showing up in the search so I'm wondering what is missing in particular.

Honestly I wasn't even aware that rendering engine supported dynamic lights.
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Re: [4.8.2] GLDEFS "dontlightmap" doesn't work in SW rendere

Post by Graf Zahl »

I don't think you need to bother with this, unless the solution is really simple.
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Re: [4.8.2] GLDEFS "dontlightmap" doesn't work in SW rendere

Post by Major Cooke »

Okay, so I did find that the lights use ShouldLightActor. I'll try taking a a look around for the geometry code.
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