Smoothlighting

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Cutmanmike
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Re: Smoothlighting

Post by Cutmanmike »

Call me blind/dumb but I can't tell what's so different about the two screens.
CaptainToenail
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Re: Smoothlighting

Post by CaptainToenail »

To be honest either can I, when I heard smooth lighting I thought it would be a smooth gradient between different light levels so that there arn't any sharp bright area/dark area lines, this is something I would like
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Cutmanmike
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Re: Smoothlighting

Post by Cutmanmike »

Ditto.

*strains eyes* Nope I just can't see it :|
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Enjay
 
 
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Re: Smoothlighting

Post by Enjay »

Look at how the curved wall behind the crosshair is lit. The two pics are quite different.
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Cutmanmike
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Re: Smoothlighting

Post by Cutmanmike »

I see what you mean but the one in shot 2 just looks like there's no lightning difference full stop. I guess this is one thing better to see in game rather than in screenshots.
Gez
 
 
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Re: Smoothlighting

Post by Gez »

Cutmanmike wrote:Call me blind/dumb but I can't tell what's so different about the two screens.
The Heretic ones? Look at the brightness of the cliff walls on that curved part.
Doom fakes contrast by changing wall brightness. With flat lightning, all walls are at sector brightness. With normal lightning, that's still true except for walls that are perfectly aligned on the X or Y axis: ones are a bit brighter than sector, the other are a bit darker. This increases the contrast and helps them look more 3D and less flat picture. With smoothlightning, the brightness depends on the angle, it's not a ternary "angle 0 -> brighter, angle 90 -> darker, anything else: same" behavior. So it allows to have non-orthogonal walls that contrast with each others.
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Graf Zahl
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Re: Smoothlighting

Post by Graf Zahl »

So?

Is someone willing to do the remaining work here?
Gez
 
 
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Re: Smoothlighting

Post by Gez »

What is the remaining work, exactly? Just making it into an option, or something else as well? (And if so, what?)
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Graf Zahl
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Re: Smoothlighting

Post by Graf Zahl »

Integrating it properly. The code just hacks the feature in and disables what was there before.
Blzut3
 
 
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Re: Smoothlighting

Post by Blzut3 »

I took a shot at doing it, but I don't know if any thing has changed since the result doesn't look that great (at least I think the screen shots looked better). I also took care of my feature request while I was at it.

Code: Select all

- Added: doom2day's smoothlighting
- Added: dontincrement argument to A_CheckForReload.
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Graf Zahl
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Re: Smoothlighting

Post by Graf Zahl »

Please do me a favor in the future and keep such patches separate. It would make it much easier to undo them if one doesn't work well.

And you are correct: The formula was wrong. The '2*' has become obsolete in the mean time.
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