Theory and practice almost never align when it comes to coding - there's always hurdles you never anticipate and it's because your hand really is not held a whole lot when you are creating content with programming - so sure, it sounds simple, and sometimes it actually is - but that's actually very rare.Tormentor667 wrote:Well, I don’t want to sound like I don’t appreciate what coders are capable of (and what I am not ). As far as I understood, the engine checks how many portals are supposed to be affected by the ambient occlusion (there is an option for that in GZDoom). So all I can imagine is telling the engine to “skip” the skybox portal (according if there is a skybox viewpoint) in case a certain flag has been set for the map in the MAPINFO lump for the specific map. No idea if that is doable though.
Sorry for the on-the-spot nature of that post, but sometimes you do need a little gentle reminder about what you actually said might not being what you meant.
At any rate, that same post had another implied point that was pretty easy to miss: that is the kind of thing that, if it were so simple, it would've been done already as evidenced by the very existence of this topic. We no longer have the programmer on our team who was originally responsible for SSAO in the first place. I don't really know how the SSAO thing works internally (I really only know what everyone else already knows), and every time I dive into the weeds of the engine for things like that, it's a nightmare and I get confused, so honestly I am not really too interested in diving into the engine for this one.
If someone figures it out, great, if not, sorry, that's some tough luck.