Lighting inaccuracies in OpenGL mode
The lighting shader in OpenGL needs some tweaking.
The OpenGL screenshots were taken with the "Lack of perspective" setting turned ON.
Software:
OpenGL:
Software:
OpenGL:
The distance of the fading is off, and on darker light levels software seems to apply a cap to the brightness, that does not exist in OpenGL mode. The pattern formed by the lighting on the floor is different on the two renderers.
Test map:
The test map uses a blank white texture to minimize those differences that are caused by software using the palette.