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GLDEFS allow to define dynamic lights, similar to the DynamicLight actors, that are bound to chosen states of chosen actors. To rectify light definitions which exhibit the broken behavior, the factor should be set as follows: lightsizefactor 0.667 The intent of the shrinking was to account for higher brightness of non-attenuated lights on OpenGL 2 and was never meant to be active on more modern versions. This was added to mitigate a problem with attenuated lights getting reduced in size, even on OpenGL 3+. It applies to any attenuated light defined after it and is inherited by included sub-lumps, but it only lasts for the lump it is set in. It affects a light's size and secondary size. The following commands control certain aspects of the lump and are placed outside of any block.ĭefault is 1.0 A size multiplier for attenuated dynamic lights. Or, the same organization but in a wad file: For example, you could find this in a pk3 file: You can use #include statements in any of these lumps.
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Further, this system is not extended to games whose support was more recently added to ZDoom, such as Chex Quest. However, given the absence of actor name conflicts between these games, using one of these aliases is rather pointless. When playing a game, the content of the lumps that do not correspond to that game are ignored. Because ZDoomGL did it so, a number of game-specific aliases are supported as well as GLDEFS: