[Works for me] ZDBSP Messes up GL nodes?

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ZDBSP Messes up GL nodes?

Postby ReX » Sun Aug 12, 2012 9:49 pm

I am using the following command line to run ZDBSP to get GL nodes in addition to regular ones, and this is for a vanilla-DooM project:

zdbsp -oinfernos.wad -g -w infernosold.wad

The vanilla nodes are obviously building fine:
Spoiler:


The vanilla nodes are obviously building fine (as seen in ZDooM):
Spoiler:


The GL nodes are getting messed up (as seen in GZDooM):
Spoiler:
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Re: ZDBSP Messes up GL nodes?

Postby ReX » Sun Aug 12, 2012 9:51 pm

[I had to make another post, as there is a 3-attachment limit on any single post.]

The third picture, above, was taken using PRNT SCRN, because when the pic is taken using the default hot-key ('S'), the pic looks like this:
Spoiler:
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Re: ZDBSP Messes up GL nodes?

Postby edward850 » Sun Aug 12, 2012 10:23 pm

ReX wrote:
Spoiler:

The issue with this screenshot is already fixed:
Gzdoom SVN rev1430 wrote:Fixed: when taking screenshots, change the OpenGL alignment to 1 (from the default 4), because otherwise if the width is not a multiple of 4, OpenGL will add some padding that will mess the entire picture. Once the screenshot is captured, restore default alignment for performance reasons.
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Re: ZDBSP Messes up GL nodes?

Postby ReX » Sat Aug 18, 2012 6:56 am

Let me approach this problem from a different angle. If I were to omit GL node building, what is the down-side for players that will play the maps in a source port that supports OpenGL? I know that GZDooM has a GENNODE option. Do other ports also have an option to build GL nodes upon map start? Incidentally, the maps themselves are fairly compact, and there are no external resources, so on-the-fly node-building and map loading ought not to take much time. (In other words, load/build time won't be a consideration.)
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Re: ZDBSP Messes up GL nodes?

Postby NeuralStunner » Sat Aug 18, 2012 1:55 pm

ZDoom and GZDoom will generate the needed nodes if they're missing.

In ZDoom, the textured automap requires GL nodes. These will not be generated unless the TAM is enabled at map load.

When I use these options, I have had no troubles: -Xgrc
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Re: ZDBSP Messes up GL nodes?

Postby ChronoSeth » Sat Aug 18, 2012 2:23 pm

Wouldn't all ports which use GL nodes need to be able to automatically generate them to run vanilla maps?
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Re: ZDBSP Messes up GL nodes?

Postby ReX » Sat Aug 18, 2012 3:22 pm

ChronoSeth wrote:Wouldn't all ports which use GL nodes need to be able to automatically generate them to run vanilla maps?

That would be my guess too, but I didn't know for sure.

So it appears that I can run ZDBSP without the -g option, and the wad will be none the worse for missing GL nodes. Although this solves my immediate problem, it still doesn't explain why my GL nodes are getting so borked when I use the -g option and run the wad with GZDooM.
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Re: ZDBSP Messes up GL nodes?

Postby randi » Thu Feb 14, 2013 12:07 am

Looks fine to me with regular ZDoom, forcing the use of GL nodes by setting am_textured to true.
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