Skip to content

Supernova sun glare and fade regressions #4152

@Goober5000

Description

@Goober5000

There are a few regression bugs that were introduced at some point -- including but possibly not limited to ffc14f5 -- related to how the sun glare is treated during the supernova impact.

The attached image sequence shows what it looks like in retail...

  1. When the supernova is close, the glare should affect the whole screen even when the player is not looking at the sun. This does not currently happen in FSO. The Sun_spot variable is supposed to color the screen using the same mechanism as the red "pain flash".
  2. The glare is a lot more dramatic in the retail letterbox scene than the FSO letterbox scene.
  3. In retail, the glare always affects the camera's view of the player. In FSO, this does not happen unless the sun happens to be near the camera's view direction.
  4. The screen fades to white in retail. In FSO this is again dependent on the camera direction.

Part of this is due to the introduction of light shafts in the above referenced commit. When I modified gr_lightshafts_enabled() to return false if a supernova was in progress, this almost entirely fixed the problem - the glare behaved as it was supposed to. However there are still two deficiencies:

  1. Disabling light shafts when a supernova starts could abruptly remove any lightshafts currently on the screen.
  2. During the letterbox scene, the entire screen faded to white, not just the part inside the letterbox.

sup1
sup2
sup3
sup4

Metadata

Metadata

Assignees

No one assigned

    Labels

    bugAn issue from unintended consequencesgraphicsA feature or issue related to graphics (2d and 3d)regressionA bug introduced by a new feature that breaks something which used to work.

    Type

    No type

    Projects

    Status

    High Impact

    Milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions