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Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 3:42 am
by Nash
If the command doesn't work, you probably don't have the latest QZDoom devbuild.
Rachael wrote:Okay according to that log there's no reason it shouldn't be working. Nash is right though, if that's a 2-sided line there won't be any shadows on it.
Nash has a map (I am trying to look for it now) that you can test it on - it has fully solid objects that do work properly with it.
Test map is
here
Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)
Posted: Sun Mar 12, 2017 3:47 am
by ZZYZX
Graf Zahl wrote:So far, the biggest stress test I have done for the shadowmaps was E1M6 of P:AR, which contained approx. 60 light sources. On a relatively dated Geforce 550Ti the frame rate dropped from ~115 to ~70 fps for the shadow map.
70 fps with 60 light sources? That's like... perfect. In my maps I'd need literally, no more than TEN (well maybe 15 as the ultimate maximum) lights with shadows, and it'll actually look good.
If SIXTY can be rendered with a decent framerate then you can't say that shadowmaps lag too much.
Or wait, are you talking of dpJudas shadowmaps or proper shadowmaps here?
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 3:53 am
by Tormentor667
This is strange. Redownloaded and now the command works but still no visual affection:
Next trying the testmap. Do the editor objects need to have a specific change?
*EDIT*
Testmap works so I am doing something wrong mapwise I'd say...
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 3:54 am
by Rachael
That looks like you're running in Software. Did you remember to switch to OpenGL?
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 3:57 am
by Nash
Nash wrote:Also, if that pillar is a 2-sided line, that doesn't work yet. Also doesn't work on Polyobjects, so none of your doors will block light. Telling you in advance what to expect and what to not expect. :P
Try make a square map with 0 brightness, and pillars made out of 1-sided lines. It will work instantly.
As for level design tips, for the best impact, you'll generally want your sectors to have really low light levels and light the rooms with dynamic lights.
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 3:58 am
by Rachael
Tormentor667 wrote:
*EDIT*
Testmap works so I am doing something wrong mapwise I'd say...
No - As Nash said it doesn't work with 2-sided linedefs yet. That includes platforms and slopes and doors and all that fancy stuff.
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 3:58 am
by Tormentor667
Rachael wrote:That looks like you're running in Software. Did you remember to switch to OpenGL?
Yes, the testmap works
Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)
Posted: Sun Mar 12, 2017 3:58 am
by Graf Zahl
ZZYZX wrote:
Or wait, are you talking of dpJudas shadowmaps or proper shadowmaps here?
I'm talking about GZDoom, of course.
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 3:58 am
by Tormentor667
Rachael wrote:No - As Nash said it doesn't work with 2-sided linedefs yet. That includes platforms and slopes and doors and all that fancy stuff.
The pillar that you can see in my screenshot is one-sided only.
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 3:59 am
by Nash
Okay Torm just checking - are your lights attenuated or not? All of the lights that I used in my testmaps are attenuated lights.
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 4:01 am
by Rachael
The pillar might not be big enough to hit a ray test then. The further the light is from an object, and the smaller it is, the greater a chance the shadowmap code will miss it.
Imagine you're drawing lines from a single point on a piece of paper, but you have to stop if you reach any other lines. If you are lucky you might not hit certain lines just because they are too small.
Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)
Posted: Sun Mar 12, 2017 4:18 am
by ZZYZX
Graf Zahl wrote:ZZYZX wrote:
Or wait, are you talking of dpJudas shadowmaps or proper shadowmaps here?
I'm talking about GZDoom, of course.
Then yea, it's not really laggy or broken.
Remember, the lights that have shadows should be picked by the mapper. No one really expects maps with 100 dynamic lights visible in a single room to have all lights shadowmapped.
Anyway. As I understand, dpJudas actually forgot to mention that this is not even 50% done, so instead of complaining and saying bad words I'll politely ask questions

Just to clarify: are we going to get a GLDEFS flag and separate DoomEdNums for shadowmap-enabled lights? Not now, but before the official release that will have this?
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 4:37 am
by Graf Zahl
Like I said, In Doom with a one dimensional shadow map it is quite easy to discard a lot of lights in the setup pass already because it needs to link into the world anyway - and if no linedef is detected that may obstruct light propagation there's no need to create a shadow map. In the P:AR example it would eliminate 80-90% of the present light sources right away.
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 5:28 am
by Tormentor667
Nash wrote:Okay Torm just checking - are your lights attenuated or not? All of the lights that I used in my testmaps are attenuated lights.
What are attenuated lights? O_o
Re: Shadowmaps for GZDoom (can be tested in QZDoom now)
Posted: Sun Mar 12, 2017 5:33 am
by Tormentor667
With attenuated lights, white, no change

Still the demo map works well, I don't get the difference...