GZDoom ShadowMap for DynamicLight

Moderator: GZDoom Developers

Post Reply
DnB-Freak
Posts: 304
Joined: Sun May 19, 2013 12:09 pm

GZDoom ShadowMap for DynamicLight

Post by DnB-Freak »

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.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom ShadowMap for DynamicLight

Post by Graf Zahl »

No idea what precisely you want. If you mean walls casting shadows, the answer is no.
User avatar
Accensus
Banned User
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom ShadowMap for DynamicLight

Post by Accensus »

More like dynamic light blocking so that it doesn't pass through walls and seem unrealistic.
DnB-Freak
Posts: 304
Joined: Sun May 19, 2013 12:09 pm

Re: GZDoom ShadowMap for DynamicLight

Post by DnB-Freak »

Lud wrote:More like dynamic light blocking so that it doesn't pass through walls and seem unrealistic.
Yes something like that.

I got 'No' but I don't find what exactly is the problem.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom ShadowMap for DynamicLight

Post by Graf Zahl »

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.
Monsterovich
Posts: 59
Joined: Sat Apr 12, 2014 11:10 am

Re: GZDoom ShadowMap for DynamicLight

Post by Monsterovich »

Graf Zahl wrote:but building such a thing for larger maps takes forever.
over 10 seconds..
User avatar
Caligari87
Admin
Posts: 6234
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: GZDoom ShadowMap for DynamicLight

Post by Caligari87 »

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.

8-)
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”