Feature #1158
Soft Sector Lighting
100%
Description
I have no idea if it's possible or feasible, but I think it'd
be cool to attempt soft sector lighting.
How would it work? Well, jDoom would look for light
changes between sectors that also include floorheight
or ceiling height changes, or between sectors that
are "around the corner" from each other. Or perhaps
performing some sort of "line of sight" calculation
between a sector containing a light source (i.e. torch)
and adjacent sectors.
I'm sure the first thing everyone will think is "that'll
take a lot of coding". Probably, but I bet it'd take less
coding and require far fewer system resources than
stencil shading and per-pixel-lighting.
Here's a mock-up of what I'm talking about... The
upper images are a top-down view of two same-level
sectors. The lower images are a side view of sectors
with different ceiling heights.
http://dump.smart-popcorn.com/thom/softsect.gif
I've been told Vavoom does something similar, but its
method might be too complicated.
I'm not a coder, but I've had a couple years'
experience in an engineering degree program. I could
definitely help brainstorm if needed.
Labels: Graphics
Related issues
History
#1 Updated by danij over 21 years ago
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BIAS shadowing has been implemented in CVS (soft sector
lighting).
#2 Updated by skyjake over 19 years ago
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A combination of vertex lighting and dynamic lightpolys for
planes might just do the trick.
#3 Updated by skyjake almost 8 years ago
- Related to Feature #2197: Remove the 'Bias' volumetric lighting system and the Bias light source editor ("bledit") added