Something wrong with sector lighting

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Axensus

Something wrong with sector lighting

Post by Axensus »

Currently set to Classic, testing on 4.12.2. Present on both backends (GL, Vulkan) and on all light modes.

This is how it looks in the editor. The selected sector is where I stand in-game and where the cutoff begin.


Notice how the light suddenly drops past a certain light level and the smooth gradient effect breaks. For what it's worth, sprite brightness seems to be correctly respected, it's just the sectors themselves that are rendered inconsistently with what's expected. Somewhere around light level 100 is when the brightness starts to go off in both directions.


Loaded this with a gameplay mod because that's what the test map is part of, but the mod itself does not do sector light manipulation whatsoever, so it's not a mod issue. Just to be sure I loaded this in vanilla doom too. Download for just the map. Turn right at start, enter red teleporter.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49224
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Something wrong with sector lighting

Post by Graf Zahl »

Doom's default lighting is not linear. If you use a light mode that is designed to look close to the software renderer this is unavoidable. If this is important you will have to use another light mode that has a linear falloff. The only ones that do this are 0 (old Standard mode) and 4 (old Legacy mode)
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