Guest Unregistered account Posted June 2, 2017 So, I've been diving into GZDoom recently, and I love all of the effects it brings, but I hit a snag with the dynamic lights. As you can see, the subtractive dynamic light thing is affecting all of these surfaces - walls, slopes and flats - very differently. Is there any easy way to make sure it just covers the area normally? Note that, as evident, I'm also using heavy fog. 0 Share this post Link to post
Guest Unregistered account Posted June 2, 2017 Here's a shot closer to that doorway in the first shot, without fog. As you can see, the flat surface is still lit differently to the rest of the surfaces. 0 Share this post Link to post
Phade102 Posted June 2, 2017 1 hour ago, Kapanyo said: Here's a shot closer to that doorway in the first shot, without fog. As you can see, the flat surface is still lit differently to the rest of the surfaces. I'm unsure if this is a joke...because I literally c ant see anything in there XD 0 Share this post Link to post
Albertoni Posted June 5, 2017 The software renderer has dynamic lights as a work in progress, if I remember well. If you still get those problems on hardware rendering, then good luck. Make a simple map, preferably containing just that structure and post it as a bug in the ZDoom forums. 0 Share this post Link to post
Graf Zahl Posted June 5, 2017 What graphics hardware do you have? Most importantly, what OpenGL version gets reported on startup? 0 Share this post Link to post
Blastfrog Posted June 14, 2017 On 6/2/2017 at 3:01 PM, Phade102 said: I'm unsure if this is a joke...because I literally c ant see anything in there XD You must have an insanely dark and/or miscalibrated monitor. It's a dark picture to be sure, but still very visible on my display. 0 Share this post Link to post