Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: hedgefield on Sun 03/05/2009 22:07:07

Title: light levels - DD5 vs DX9
Post by: hedgefield on Sun 03/05/2009 22:07:07
Hey guys, quick question:

I have a couple of regions set up around some windows, where the player gets progressively brighter as he walks towards them.
Now, with DirectDraw 5, these regions increase the brightness of the whole sprite beautifully. I used that back in 2.62, but now in 3.12, with DirectX9, I've noticed it only raises the brightness while the contrast remains the same. In other words, only lighter areas actually become lighter, the blacks stay just as intense, which totally ruins the point of the lighting in the first place.

(http://dinerdate.net/lightlevels.jpg)

Any way to 'fix' this? I don't want to downgrade to DD5 again, it makes the whole game run slower and I'd lose the antialiasing on scaled sprites. I was already thinking alpha overlays, as discussed here a long time ago (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=20848.0), as a way to also smooth out the shadow transitions, but this does bring all sorts of pratical problems along with it aswell.

Cheers.
Title: Re: light levels - DD5 vs DX9
Post by: GarageGothic on Sun 03/05/2009 22:45:21
This seems like a bug in the Direct3D engine that nobody caught yet. I'd recommend you mention this issue in the 3.2 BETA thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37668.0) (with a link to this thread) to make sure that CJ sees it, perhaps it could be fixed before final v. 3.2.
Title: Re: light levels - DD5 vs DX9
Post by: xenogia on Mon 04/05/2009 05:57:54
I noticed this issue to and have added it to the beta thread.
Title: Re: light levels - DD5 vs DX9
Post by: Pumaman on Sat 08/08/2009 22:31:58
I've confirmed this as a bug with the D3D driver, and I'll get it fixed.