Objects don't take the light of where they stand: too bright indoors and at night
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Bewertung
- Schwierigkeit
- 4/5
- Geschätzter Aufwand
- 3-5 Tage
- Anfängerfreundlichkeit
- 42/100
- Issue-Typ
- Bug
- Klarheit
- Größtenteils klar
- Aktivitätsstatus
- Aktiv
- Bereich
- computer-graphics, game-dev
Rechercherichtung
Start by reading the C# side of EnableVobWorldLight in #479 and the Lit-World and Lit-SingleMesh lighting paths mentioned here; compare them with the referenced zCVob::CalcStaticLighting behavior. Check how objects obtain their ground polygon and baked light, including the no-floor case. Done means objects reflect their surroundings indoors and at night, and nearby baked lights affect the world as described.
Vom Indexierungsmodell aus dem Issue-Text verfasst.
Beschreibung
Description
- Objects ignore the light of their spot. Static objects (tables, beds, kettles) are drawn with
Lit-World, but with a flat full base light (no baked light of their own) times the day colour. Items and NPCs useLit-SingleMesh(sun + ambient). None of them gets the light of the floor they stand on. Indoors and at night they are much brighter than the world around them. - The world barely brightens near fires. Static lights are added per vertex, and Gothic's world polygons are large, so a fire in the middle of a room hardly reaches the polygon corners.
Expected Behavior (original engine)
- Each
zCVobhaslightColorStat,lightColorDyn,lightDirectionStatandgroundPoly. The engine computes the static light per object (zCVob::CalcLightSampleAtOrigin,zCPolygon::GetLightStatAtPos). - Enhanced-Gothic-Renderer does the same on top of the original engine (
zCVob.h,CalcStaticLighting):- a ray down from the bounding box centre onto the ground polygon;
- the baked light at the hit point (lightmap indoors, vertex light outdoors);
- grey 160 when there is no floor.
- Static
zCVobLights only exist in the bake (vertex light and lightmaps).
Actual Behavior
See the description. Seen on Quest 3 in G1 and G2 (huts and Khorinis at night). It's the same on PC, since the shaders are the same.
Environment Information
- Reproducibility: Always
- Platform: all
- Game Version: main 83a1aebd2
Notes
- Already in BoroBongo's work: in
experimental/game-completion-candidate-vibecoded-borobongo:- the world's lightmaps are rendered;
- static lights are per pixel in
Lit-World; - objects in light-mapped areas (caves, mines, houses) take the lightmap light around them (
EnableVobWorldLight,_VobLightTint).
- In #479 (split/16): only the C# side of
EnableVobWorldLight. Without the shader part it has no visible effect. - Not covered anywhere: outdoor objects at night.
- Quest cost: one light colour per object, taken once at build time (again when an object moves), is almost free. Per-pixel lights cost GPU time, and G2 Khorinis at 120 Hz is already GPU-bound.
- Related: #41 (lightmaps).
- Sources:
- Vorherrschende Sprache
- C#
- Sterne
- 33
- Forks
- 1
- Ø Merge
- 1 T. 17 Std.
- Gemergte PRs (30 T.)
- 51
Entwicklungsumgebung
- Kein Dockerfile und keine Docker-Compose-Datei
- Hat eine Pull-Request-Vorlage
- Beitragsleitfaden lesen
Erste Schritte
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- Öffnen Sie einen Pull Request, der die Issue-Nummer nennt.
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