I don't know if this has been asked before, but...
I don't get Vavoom to work and wonder if this can be applied using GZDoom shaders.
GZDoom ShadowMap for DynamicLight
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- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: GZDoom ShadowMap for DynamicLight
No idea what precisely you want. If you mean walls casting shadows, the answer is no.
Re: GZDoom ShadowMap for DynamicLight
More like dynamic light blocking so that it doesn't pass through walls and seem unrealistic.
Re: GZDoom ShadowMap for DynamicLight
Yes something like that.Lud wrote:More like dynamic light blocking so that it doesn't pass through walls and seem unrealistic.
I got 'No' but I don't find what exactly is the problem.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: GZDoom ShadowMap for DynamicLight
The problem is that this kind of stuff requires data structures that simply are not there. Remember, Vavoom requires a GLVIS lump to handle this - but building such a thing for larger maps takes forever. Aside from that it also put some heavy drag on the engine.
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Re: GZDoom ShadowMap for DynamicLight
over 10 seconds..Graf Zahl wrote:but building such a thing for larger maps takes forever.
- Caligari87
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Re: GZDoom ShadowMap for DynamicLight
Graf, what about the option to manually exclude/include/link dynamic lights and sectors with a bitmask or something? You floated that idea yourself a while back and haven't quite "No'd" it yet
Wouldn't work for "real" dynamic shadows but would definitely be useful for other effects such as "light blocking", especially if the bitmask is able to be edited at runtime.


Wouldn't work for "real" dynamic shadows but would definitely be useful for other effects such as "light blocking", especially if the bitmask is able to be edited at runtime.
