Feature #1360
Correct dynamic lights
100%
Description
I think that dynamic lights aren't bledned correctly.
It seems that you multiply texture with lightmap and
then multiply with dynamic
light(s).(color=texture*lightmap*light) This isn't
correct. Dynamic lights should be added to lightmap and
then multiplied by texture.
(color=texture*(lightmap+light))
Labels: Graphics
History
#1 Updated by skyjake about 20 years ago
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Don't worry about the duplicate (can't delete it, tho:-)).
There is no way to get around the issue seen in the screenshot. The
textures are lit only up to fullbright, but not any brighter than that.
#2 Updated by skyjake about 20 years ago
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May I ask what makes you think the lights aren't blended properly?
Maybe you could attach a screenshot?
When multiplicative blending is used, the lights should indeed be blended
like: texture * (sector light + dynlights).
#3 Updated by killerzero about 20 years ago
without dynlight, with dynlight and difference
Attachments:#4 Updated by killerzero about 20 years ago
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Sorry I was little hasty with this post, the thing i noticed
can't be caused by bad blending, it is probably because
lightmaps are "saturated". Here are the screenshots. As you
can see, there is a limit when picture can't be lit up more.
I added difference of both pictures, it can be seen clearly
there. Is it possible to solve this? Maybe use higher
bithdepth for render target? (if possible in OGL)
#5 Updated by killerzero about 20 years ago
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Sorry I was little hasty with this post, the thing i noticed
can't be caused by bad blending, it is probably because
lightmaps are "saturated". Here are the screenshots. As you
can see, there is a limit when picture can't be lit up more.
I added difference of both pictures, it can be seen clearly
there. Is it possible to solve this? Maybe use higher
bithdepth for render target? (if possible in OGL)
#6 Updated by killerzero about 20 years ago
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user_id=1028163
oh, and sorry for duplicate post, I am really an idiot