Probably worth noting that Aldruhn Mages' Guild is one of the worst-lit sites in the game. Experimenting with reduced light falloff starkly reveals that the lighting affects the surrounding room more than objects and NPCs placed in it:
Here it is with default linear lighting settings, on my aarch64 computer, january's git master. Here's an animated png showing the extreme color curve needed to bring things into visible range:
As the ever-helpful folks have commented already it's that per-object vertex lighting that can't be coaxed into a sensible result via openmw settings.
If one section of wall is a different object, it sees a different set of room lights:
Trying constant lighting,
Code: Select all
fallback=LightAttenuation_UseConstant,1
fallback=LightAttenuation_ConstantValue,0.000001
fallback=LightAttenuation_UseLinear,0
NPCs still remain dark for some reason:
I think we have seperate nasty issues playing together:
1) As per thread title, OpenGl + OpenMW doesn't fade object brightness, brightness 'pops' to black (this may be an OpenGL bug)
2) The surrounding room is counted as being 'close' to light sources placed in the room, while smaller objects (tables, benches, NPCs) are 'far' from those sources and hence very dark.
3) Objects in a room receive no [correction - just a tiny little bit of] ambient light, they seem just lit by whatever directional, placed light sources are hitting them. NPCs are often just unrecognizably dark. We could address this by adding a non-directional ambient brightening to these objects without bringing-in the heavy guns of a modern lighting engine. Alternatively we could add a dim, high-range light to the player (or camera) position as 'fill lighting'.
[EDIT]
what the smart folks are saying:
https://gitlab.com/OpenMW/openmw/-/merge_requests/232...