Are non-attenuatd lights attenuated on models?

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
Sir Robin
Posts: 537
Joined: Wed Dec 22, 2021 7:02 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Medellin, Colombia

Are non-attenuatd lights attenuated on models?

Post by Sir Robin »

Somethiing I've noticed:

The switch and engraving are models set into a hole in the wall. All textures have normal maps defined


Attenuated light at a steep angle, lighting is even


Non-attenuated light at a steep angle, lighting is uneven


an even steeper angle




This is a secret door. It is a model but it takes it's texture from the nearest wall. So it's definitely using the exact same texture and normal map as the surrounding wall


Under the non attenuated light it's definitely shaded differently than the surrounding wall
Professor Hastig
Posts: 236
Joined: Mon Jan 09, 2023 2:02 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Are non-attenuatd lights attenuated on models?

Post by Professor Hastig »

If you think about what attenuation is, it should be obvious that it has to be done to make light look correct. Unattenuated lights do not consider a surface's normal, but for lighting models this is essential because otherwise you'd get flat lighting without shadows over its entire surface, which is certainly not what you'd want for a real model that isn't just a flat surface attached to a wall.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49095
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Are non-attenuatd lights attenuated on models?

Post by Graf Zahl »

Indeed. Without attenuation the model's lighting would just look wrong.

Return to “Closed Bugs [GZDoom]”