[2.8pre-1244] Fade is applied incorrectly under a 3D floor.

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

[2.8pre-1244] Fade is applied incorrectly under a 3D floor.

Post by MaxED »

Looks like that Fade property is applied incorrectly when a map has OutsideFog property set and a player is under a 3d floor in a sector with F_SKY as a ceiling texture.
Spoiler: MAPINFO
Spoiler: Example
EDIT: updated title, description, screenshots and example wad.
Attachments
fog_bug.rar
(1.22 KiB) Downloaded 54 times
Last edited by MaxED on Thu Mar 05, 2015 3:05 am, edited 1 time in total.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49226
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

Post by Graf Zahl »

ZDoom doesn't even USE these properties! I'll have to check what goes on here...
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

Post by MaxED »

Heh. Yes, now I noticed that it complains about unknown MAPINFO properties, but the effect is definitely there:
Spoiler:
User avatar
Enjay
 
 
Posts: 26976
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

Post by Enjay »

Is this what was causing the patchy fog in the tunnel in your Exhumed/Powerslave mod?
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

Post by MaxED »

Yes.
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

Post by Ozymandias81 »

Done. Added "disable light effects" to 3d tagged sector + another sector with "transfer brightness levels" below 3d sector.
Attachments
fog_bug.wad
Oh yes, it's done.
(7.25 KiB) Downloaded 68 times
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49226
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [2.8pre-1244] Fade is applied incorrectly under a 3D flo

Post by Graf Zahl »

This is not a bug as such. The rules are rather simple and followed precisely here:

1. The engine cannot easily separate fog above and below a 3D-floor. The problem is not so much the actual rendering of the fog but the boundaries.
2. A sector's fade gets transferred to a blend when used in conjunction with 3D-floors.
3. Mapinfo fog is nothing more than a cheap script surrogate that sets fog for all sectors (or in case of 'outsidefog' all sectors with a sky ceiling or the 'outside' sector type.) After being set, the fog in such a sector is indistinguishable from fog set with Sector_SetFade.

So the result here obviously is that the control sector gets assigned blue fog which then gets transferred to a blend for the 3D floor. It's a classic case of mutually incompatible features.
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: [2.8pre-1244] Fade is applied incorrectly under a 3D flo

Post by Ozymandias81 »

Graf Zahl wrote:This is not a bug as such. The rules are rather simple and followed precisely here:

1. The engine cannot easily separate fog above and below a 3D-floor. The problem is not so much the actual rendering of the fog but the boundaries.
2. A sector's fade gets transferred to a blend when used in conjunction with 3D-floors.
3. Mapinfo fog is nothing more than a cheap script surrogate that sets fog for all sectors (or in case of 'outsidefog' all sectors with a sky ceiling or the 'outside' sector type.) After being set, the fog in such a sector is indistinguishable from fog set with Sector_SetFade.

So the result here obviously is that the control sector gets assigned blue fog which then gets transferred to a blend for the 3D floor. It's a classic case of mutually incompatible features.
So this will be very hard to fix on future versions of GZDoom, I think. :-(
Post Reply

Return to “Closed Bugs [GZDoom]”