View Full Version : Original doom lighting?
Jaquboss
December 31st, 2006, 02:47 AM
Would it be possible to simulate original doom software lighting in opengl?
basicly it makes everything near fullbright, and then fades to sector light
Hurdler
January 3rd, 2007, 08:18 AM
Yes, it's possible with pixel shaders.
BTW, Happy New Year to all of you!
Danimetal
January 3rd, 2007, 08:49 AM
Happy New Late Year Hurdler :D!!!.
I think that was what the fog was added to in OpenGl, but just doesn´t work in the same way. I switched to software mode just to get that feeling again.
Jaquboss
January 3rd, 2007, 10:18 AM
Happy really Late New Year all of you!
I always used GL so I forgot that effect, but when i tried software again, i liked it, looks much less ambient and uniform than lighting in GL
Hurdler
January 4th, 2007, 09:26 AM
Well, I think I prefer OGL fog because it looks more like a real fog. But that's a matter of taste. When most of the GL renderer was done, we had no way to program the GPU (remember it was done on a Voodoo2 / G400). That's why the OGL fog was the only choice possible (well we could have done the effect using the CPU but it would have been probably slow).
Jaquboss
January 5th, 2007, 06:55 AM
well, it'd look better with NV fogdist extension ( fair easy ), but it'd be just radial, and still not software like, and only for nvidia GF3 better ( GF4 MX is not better :) )
Hurdler
January 5th, 2007, 07:24 AM
I think if we do it, we should do it like the original, not something near. It doesn't make sense to me. All we would ear is: it's still not like the original fog, I prefer the original fog, blah, blah, blah ;)
Aliotroph?
January 5th, 2007, 09:31 AM
But the original fog wasn't fog at all. The idea was just to make things darker in the distance because it makes spaces look bigger. Lots of old, claustrophobic games did it.
What I always wondered is if you did that in GL would you keep the same colour distortion that was really just a side effect of trying to do it with only 256 colours?
I don't like the GL fog at all. It doesn't draw consistently on a lot of hardware, it doesn't work on the sky or on some sprites and texture filtering causes it to make outlines around transparent pixels.
Hurdler
January 5th, 2007, 02:17 PM
The GL fog has some problem indeed with some blending mode.
Implementing the software fog doesn't mean we cannot improve the GL one (which has the advantage of being fast on older hardware). It could be an option. And yes, if we do it, why not doing it with exactly the same look. It could still be an option to avoid to distortion.
Danimetal
January 5th, 2007, 02:39 PM
It´s not only that things looked darker in the distance; it´s also that it helped to create a lot of atmosphere and contrasts between bright and dark areas... For example, moving from a pitch black area to a lit one in software had you seeing the light from the very far end of the black area. In Gl it all depends on the fog settings...
Anyway, when I feel like having the old lighting effect I go software. When I feel like more sharp stuff I go GL. I won´t be complaining that GL fog is not the old software stuff when that same software stuff is implemented in the Legacy package :).
Aliotroph?
January 13th, 2007, 12:21 PM
We should just stop beating around the bush and invent an appropriate scheme to add HDR to Legacy. Man, that would throw the jDoom fanboys off bigtime. :D (They would of course still have their shiny decals and particles...)
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