The "Build" sector brightness style is broken.

These bugs do plan to be resolved, when they can be.

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yum13241
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The "Build" sector brightness style is broken.

Post by yum13241 »

Version: GZDoom 4.8.2

Bug: Build sector lighting style and the weapon sprite.

How 2 Reproduce:

Step 0: Make sure your PC isn't from 1993.
Step 1: Use the hardware renderer.
Step 2: set the sector lighting style to "Build"
Step 3: go to E1M3.
Step 4: Get the blue key in the (in)famous monster closet area.
Step 5: Fullbright? The weapon seems to disagree. It's dark, while the world is as clear as day! Try other renderers/sector lighting styles and it makes sense there.


Demo: (if you are reading this moments after this was posted you may need to wait)

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Rachael
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Re: The "Build" sector brightness style is broken.

Post by Rachael »

Please post your .ini and your Graphics Card specs.

Graphics Card:
Last time driver was updated:
yum13241
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Re: The "Build" sector brightness style is broken.

Post by yum13241 »

My INI: https://mega.nz/file/GEgFTK6L#EA2Xw_DiU ... XDYX4GiM18 (too big to upload to the forum)


GPU: HD Graphics 405 (iGPU for the Intel Pentium N3710, I know it sucks)

Last time driver was updated: 2/5/2021
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Rachael
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Re: The "Build" sector brightness style is broken.

Post by Rachael »

I am not judging your graphics card based on how good it is, it's to help narrow down the problem.

It seems to be caused by a setting in your INI though, so I am trying to figure it out one by one until I stumble on the setting that's causing it.
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Re: The "Build" sector brightness style is broken.

Post by Rachael »

It's caused by "gl_fogmode 0" - setting this to 1 fixes the problem.

Now we have to figure out how we want to handle this - since setting the build lightmode and 0 fogmode allows for a perpetual fullbright cheat. I'm going to wait for Graf's input on this one - I think it's likely we'll just force the renderer to use fog when the build lightmode is active, but we might also just leave it the way it is.
yum13241
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Re: The "Build" sector brightness style is broken.

Post by yum13241 »

since setting the build lightmode and 0 fogmode allows for a perpetual fullbright cheat.
I also pointed that out in the demo.


I am not judging your graphics card based on how good it is, it's to help narrow down the problem.

We'll see when when GZDoom drops everything except Vulkan /s

Actually I wouldn't mind conditionally leaving it the way it is when cheats are active and forcing a fogmode when they're not. And I think it's possible to cache this condition in the renderer.

That is my preferred solution, but it would be nice if you could fix the weapon sprite glitch too. It (the build mode) could be used as "anti dark maps" by the user.


You could also make the Build mode not use fog altogether.


gl_fogmode being non-zero solves the "fullbright cheat" issue, but now darkness flickers when I move.
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Re: The "Build" sector brightness style is broken.

Post by Graf Zahl »

Rachael wrote: Sun Oct 16, 2022 10:23 am Now we have to figure out how we want to handle this - since setting the build lightmode and 0 fogmode allows for a perpetual fullbright cheat. I'm going to wait for Graf's input on this one - I think it's likely we'll just force the renderer to use fog when the build lightmode is active, but we might also just leave it the way it is.

I agree, the best course of action is to ignore fog mode 0 here - I think the same is being done for Doom software renderer lighting styles.
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Re: The "Build" sector brightness style is broken.

Post by yum13241 »

However the user (a mapper) may want to see a dark map in fullbright to look for texturing offset issues and such. So maybe only do that only if !sv_cheats?
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Re: The "Build" sector brightness style is broken.

Post by Rachael »

You can easily do "give infrared" - it's not perpetual but it does work.
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Re: The "Build" sector brightness style is broken.

Post by yum13241 »

True. I want to upload a sample mod but it won't let me. Hmm...
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Graf Zahl
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Re: The "Build" sector brightness style is broken.

Post by Graf Zahl »

Hm. To 'fix' this a lot of work is needed changing how the parameters get passed to the shaders. The main problem here is that gl_fogmode is totally independent of all the lighting calculations so when it gets checked I have no knowledge about the actual light mode which the renderer stores in a different structure. Just reading the CVAR won't do it because light mode is also a map propperty.
For blocking a cheat that's just total overkill so I'm going to skip it.

If this is a cheating issue in multiplayer we may have to block Build lighting mode there, it never was meant to be more than a gimmick anyway and if it causes problems I'd rather just remove it.
I'm putting this on hold for now.
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Re: The "Build" sector brightness style is broken.

Post by Rachael »

Fair enough, I already took a few stabs at it and ran into the issues you just described, anyhow.
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