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Graf Zahl wrote:How does it color sprites? GZDoom just takes the plane's z at the sprite's center and splits the sprite there. If it could do that in ZDoom, too it'd be good enough.
Nash wrote:Using siggi's build, I find that monsters are offset a little lower than usual whenever they are standing on 3-d floors so it appears as though their sprite has sunken into the floor by a few pixels.
Graf Zahl wrote:koverhbarc wrote:I complied version 3055 of this build - verified the 3D floors seem to be working. However, not everything is working - only Hexen format maps render correctly, Doom format maps HOM all over, apparently not drawing any textures on 2S linedefs. Since this doesn't happen with the latest build of the main branch I don't think it's my computer.
Maybe it's your build. I have no such problems. Looks all fine to me.
Nash wrote:Oh, right I just remembered that regular sectors in Doom don't clip the sprites. Somehow your 3-d floors are successfully clipping them...
It's part of the 3D floor rendering process. In the normal rendering, sprites are some of the last things drawn, so the floor etc. is already drawn and the sprites are drawn over it, hence no clipping. With 3D floors, there has to be some effort to separate the viewable volumes, so sprites above/under/behind/etc. aren't drawn when a 3D floor would hide them. It's this volume separation that means the sprites aren't going to be drawn over the 3D floor.Nash wrote:Oh, right I just remembered that regular sectors in Doom don't clip the sprites. Somehow your 3-d floors are successfully clipping them...
koverhbarc wrote:What I've just found when experimenting with 3D floors, that may be related (and also happens in GZDoom) is that a Thing placed to start right on a 3D floor falls through, but even 1 unit above saves it. (or maybe this is just gravity being computed (incorrectly) before 3D floors are set up, because it doesn't happen with Bridge things).
koverhbarc wrote:Also, translucent 3D floors are supported by this, but they look awful. It would seem the software renderer isn't using the correct translucency algorithm (why?); it seems to be the same as used on walls (walls do have the option to use a different formula, but it doesn't look any better with water textures).
koverhbarc wrote: By the way when testing this out I found a bug or 'feature' presumably left over from Boom: TranslucentLine does not tile the texture on it, but only draws one copy extending down from the ceiling 128 (or whatever the height of the texture) units) - even if this has some purpose it should at least be overridable.
koverhbarc wrote:a Thing placed to start right on a 3D floor falls through, but even 1 unit above saves it. (or maybe this is just gravity being computed (incorrectly) before 3D floors are set up, because it doesn't happen with Bridge things).
Graf Zahl wrote:koverhbarc wrote:Also, translucent 3D floors are supported by this, but they look awful. It would seem the software renderer isn't using the correct translucency algorithm (why?); it seems to be the same as used on walls (walls do have the option to use a different formula, but it doesn't look any better with water textures).
No bug here. This is working exactly as it should and just shows the limitations of the palette.
koverhbarc wrote:... TranslucentLine does not tile the texture on it, but only draws one copy extending down from the ceiling 128 (or whatever the height of the texture) units) - even if this has some purpose it should at least be overridable.
koverhbarc wrote:No bug here. This is working exactly as it should and just shows the limitations of the palette.
Graf Zahl wrote:koverhbarc wrote:It may be working as intended, but it's certainly not how I expect translucency to work! I admit that in 8-bit mode it's impossible to use blending of RGB values (the only correct way).
ZDoom's translucency is precisely that, mapped to the palette afterward. How else would you do it?
koverhbarc wrote:Graf Zahl wrote:koverhbarc wrote:It may be working as intended, but it's certainly not how I expect translucency to work! I admit that in 8-bit mode it's impossible to use blending of RGB values (the only correct way).
ZDoom's translucency is precisely that, mapped to the palette afterward. How else would you do it?
Oh, sorry. So then it _doesn't_ look any different in GL mode? I guess the only option to get correct translucency is to use true color rendering - on today's hardware there's hardly any reason not to, if it were coded, and of course 256-color graphics could still be loaded fine. No, I don't expect you to code it, but if someone did I hope you'd add it.
koverhbarc wrote:Anyway, I can't play on versions later than 2.5.0 at all until that renderer error is fixed! It's simply ridiculous that I have the 'choice' between windowed mode, which is far too slow on any serious level, or full-screen mode which flashes weird colors every other tic or whatever - it looks to be palette-related as some colors do not flash. What has changed since 2.5.0 affecting this? I doubt it was anything intentional.
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