shadow1013 Posted January 16, 2012 Anyone who plays GZDoom has probably noticed this, but the clipping of the dynamic lights from things such as soulspheres lamps and candles doesn't look right because it goes right through walls. Just a random thing that has annoyed me lately 0 Quote Share this post Link to post
Gez Posted January 16, 2012 Yeah, it's annoying, but it's not going to change; unless an OpenGL wizard volunteers a resource-efficient fix. It's not a trivial thing to clip light sources. E.g., the Quake engine doesn't, either. Just look:In the room of the silver key, look straight ahead from the cage the key resides in. On the opposite wall a pool of light spills from a secret door. Shoot it and it will open. In advanced Quake ports like Dark Places, the light is properly clipped by the opaque door, so you can't find this secret as the walkthrough says. But before you ask, no, GZDoom cannot use Dark Places' code, both for legal (incompatible licenses) and technical (completely different code architecture) reasons. 0 Quote Share this post Link to post
shadow1013 Posted January 16, 2012 Makes me wish I knew OpenGL well enough. Lol 0 Quote Share this post Link to post
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