Closed kitchen-ace closed 9 months ago
Woof, and by consequence Nugget, already seem to have some "smooth fake contrast" allegedly from Crispy. Is this what you want?
Not sure what'd be some proper geometry to try it on, but here's a quick comparison:
EDIT: Since we already have a setting for fake contrast, I guess I can extend it to allow reverting back to the vanilla implementation. Seems that making the effect smoother means making it more aggressive.
Ah interesting, Crispy/Woof/Nugget's implementation is still somewhat quantized as far as the amount of light shift applied, but extends it to walls that are angled. That's good enough really.
What DSDA does is extend the light shift level proportionally to the angle, so it's a bit smoother.
I don't notice the effect of Woof's implementation in the "usual" places that I check for fake contrast like the start of MAP01 of doom2 but in practice I doubt it will make much difference.
dsda, normal fake contrast:
dsda, smooth fake contrast:
woof:
Anyhow I'm just going to close this :)
Ah interesting, Crispy/Woof/Nugget's implementation is still somewhat quantized as far as the amount of light shift applied, but extends it to walls that are angled. That's good enough really.
FWIW, it appears that Woof/Nugget's implementation (can't say about Crispy's) relies on the Smooth Diminishing Lighting setting to some degree.
EDIT: Since we already have a setting for fake contrast, I guess I can extend it to allow reverting back to the vanilla implementation.
Done in https://github.com/MrAlaux/Nugget-Doom/commit/d613a9abaa50124b39ef60d3f697c57d58c86086.
Since you already have a switch for toggling fake contrast on or off, what would you think about implementing smooth fake contrast like in dsda or gzdoom? It's pretty subtle but I like it.