|Warning: This feature does not work in ZDoom but in its OpenGL children ports.|
All types of lights are also available in additive and subtractive versions. Normal dynamic lights makes colors brighter, additive lights makes them whiter, and subtractive lights make them darker.
A dynamic light is represented by its RGB value and intensity. Intensity basically corresponds to the light's radius; RGB values to its color.
Non-attached dynamic lights are PointLights and its derivatives.
- PointLight: a simple static source of light.
- PointLightFlicker: a source of light which alternates between two intensities. Every tic, the light has a chance equal to its angle out of 360 to use the secondary radius instead of the primary one.
- PointLightFlickerRandom: a source of light which alternates between random values in the continuum between its primary and secondary intensities. The angle is used as a number of tics between intensity changes.
- PointLightPulse: a source of light which gradually alternate between its primary and secondary intensities. The angle is used as the number of tics there are between minimal and maximal intensities.
- SectorPointLight: a source of light which depends on sector lighting. The intensity is equal to the sector's current light level multiplied by the scale value, and clamped between 0 and 255. The interest of this type is that it follows sector light effects caused by certain sector types or by lighting specials.