Skip to content

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:

srb20355

OpenGL:

srb20356

Software:

srb20357

OpenGL:

srb20358

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:

white_lighting_test.wad

The test map uses a blank white texture to minimize those differences that are caused by software using the palette.