Closed chris-mcc closed 1 year ago
Hmm yeah, you're right. The Direct3D renderer actually doubles the strength of the lightmaps so that they can overbright.
I released a new version that fixes this along with the weapon clipping bug for the redeemer.
Pretty hard to spot the difference now. The shadows seem to be a touch too bright.
First is xopengl , second is vulkcan If you look at the box in the bottom right ish you'll notice the shadows are not quite as dark. Not sure why.
Anything spring to mind?
I'm afraid not. Only way I can get it a bit closer to that is if I subtract a bit of light for the lightmaps overall.
Ah, so no changiong the rate of decay for the lighting? Mm, I've asked in the discord server if the xopengl renderer does something special.
I created a 1.7 release with slightly darker light maps. This is probably about as good as it is going to get. It is quite possible that render device does something special if the D3D ones don't look alike. In any case, I don't know what is different, so I can't fix it.
Oh, I can't tell the difference anymore. That's pretty much spot unless we discover if it does anything special.
I'll have a more complete gander tomorrow.
With a new UT99 patch, 469C RC2 being released I've been playing around with the different renderers as they've improved.
I noticed that the max brightness in the Vulkan renderer is lower than the others. They both go correctly completely dark at basically the same point.
![UT_Vulkan](https://user-images.githubusercontent.com/11029841/180621214-10ba2071-016f-40c3-8ac7-732ea0c78876.jpg)
First one is dx9, the second is the vulkcan renderer.
Would this be a white light limit? What do you think?