View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0006306 | The Dark Mod | Coding | public | 22.06.2023 06:33 | 05.12.2023 02:08 |
Reporter | stgatilov | Assigned To | stgatilov | ||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.11 | ||||
Target Version | TDM 2.12 | Fixed in Version | TDM 2.12 | ||
Summary | 0006306: Deprecate parallel lights | ||||
Description | Parallel lights from Doom 3 are broken garbage regarding its behavior with areas and portals. It is used in 40 missions, so we cannot fix it now. And people still use it in new missions, while parallelSky was supposed to become alternative. We should deprecate old parallel lights and print dmap warnings for them. Mappers should be informed that they should use parallelSky lights for more-or-less defines behavior. Aside from that, parallelSky light should be updated to work properly for local parallel lights. Right now it only works with global lights like moonlight, because light volume/boundaries are ignored. | ||||
Additional Information | https://forums.thedarkmod.com/index.php?/topic/22149-parallel-lights-usage/ https://forums.thedarkmod.com/index.php?/topic/22148-ugly-scissoring-with-parallel-lights/&do=findComment&comment=486548 | ||||
Tags | No tags attached. | ||||
Found one more major bug in portal-area code for parallel lights. To workaround it, the light origin can be placed into a void/wall (i.e. outside playable areas). Now it should make no harm even if light origin is in area. r10430 Disabled connectivity check for parallelSky lights in idRenderWorldLocal::AddAreaLightRefs (controlled by r_useLightAreaCulling). And some minor changes: r10428 Optimized CheckAreaForPortalSky method slightly. r10432 Improved logic for getting start areas for light portal flow in case of parallelSky light. The latest commit should improve situation for local shadowing lights, but in practice they are doomed anyway. |
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Added deprecation warning in dmap in svn rev 10438. For anyone coming here due to the warning, this video briefly shows why local shadow-casting parallel lights is a very bad idea: https://youtu.be/q3VLMUCbXx4 You should also read the whole thread: https://forums.thedarkmod.com/index.php?/topic/22149-parallel-lights-usage/ As of now, the wiki article about parallelSky lights is here: https://wiki.thedarkmod.com/index.php?title=Light_Properties#Parallel-sky_light Note that using parallelSky light has some specific requirements. You should make sure every outdoors area has portalsky-textured surfaces on its boundary. Note that parallelSky light respects visportals, so it does not magically pierce caulk to get from one visarea to another. |
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Date Modified | Username | Field | Change |
---|---|---|---|
22.06.2023 06:33 | stgatilov | New Issue | |
22.06.2023 06:33 | stgatilov | Status | new => assigned |
22.06.2023 06:33 | stgatilov | Assigned To | => stgatilov |
22.06.2023 06:33 | stgatilov | Relationship added | related to 0005172 |
22.06.2023 06:34 | stgatilov | Relationship added | related to 0005121 |
24.06.2023 17:58 | stgatilov | Note Added: 0016030 | |
24.06.2023 18:07 | stgatilov | Additional Information Updated | |
22.07.2023 14:13 | stgatilov | Note Added: 0016042 | |
22.07.2023 14:13 | stgatilov | Status | assigned => feedback |
05.12.2023 02:08 | nbohr1more | Status | feedback => resolved |
05.12.2023 02:08 | nbohr1more | Resolution | open => fixed |
05.12.2023 02:08 | nbohr1more | Fixed in Version | => TDM 2.12 |