Hi,
I like using metallic textures such as SHAWNx and SILVERx.
I figure these would look great with environment mapping, similar to how mirrors look, to simulate shinyness.
Secondly, before I saw the Light and switched to GzDoom a long time ago, I used Doomsday. Even though that port is quite inferior with next to no modding ability, it did have some interesting graphical enhancements - detail textures in particular, where if you got close enough to a wall, an additional hi-res semi-transparent texture was rendered on top, to simulate little bumps, scratches and so forth. (I also recall Doomsday doing monster movement interpolation slightly better than GzDoom)
So is it possible to implement the texture stuff in GzDoom?
Texture environment and detail maps (+ other stuff)
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Texture environment and detail maps (+ other stuff)
Find me someone with time and sufficient skills and it's a go. The main problem here is that this graphics stuff is not really my strongest point, I'm much more an application programmer than graphics programmer so this stuff always gets pushed back.
Re: Texture environment and detail maps (+ other stuff)
Hope it's not rude to either him or you to point out that his source code is on git > https://github.com/skyjake/Doomsday-Engine
Description page for detail textures is here > http://wiki.dengine.net/w/Detail_texture
It's probably a gross oversimplification on my part to think that there's at least some overlap between the two codebases... right?
I really should work on my own programming skills. I'm competent with C++, but I'm afraid I haven't got a clue about OpenGL.
Description page for detail textures is here > http://wiki.dengine.net/w/Detail_texture
It's probably a gross oversimplification on my part to think that there's at least some overlap between the two codebases... right?
I really should work on my own programming skills. I'm competent with C++, but I'm afraid I haven't got a clue about OpenGL.
- Graf Zahl
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Re: Texture environment and detail maps (+ other stuff)
That code base is completely unusable, both technically and license wise.
- Major Cooke
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Re: Texture environment and detail maps (+ other stuff)
I'm probably confusing this sentence... But I thought you were really good with OpenGL coding?Graf Zahl wrote:The main problem here is that this graphics stuff is not really my strongest point, I'm much more an application programmer than graphics programmer so this stuff always gets pushed back.
- Zanieon
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Re: Texture environment and detail maps (+ other stuff)
Not really, IIRC he ported most graphical part of GZDoom from the ancient ZDoomGL and improved with the features when Skulltag was born.
- Graf Zahl
- Lead GZDoom+Raze Developer
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- Location: Germany
Re: Texture environment and detail maps (+ other stuff)
Zanieon wrote:Not really, IIRC he ported most graphical part of GZDoom from the ancient ZDoomGL and improved with the features when Skulltag was born.
Uh, no.
My work started with PrBoom but back in 1999 its GL renderer was missing lots of features and doing stuff in an oversimplified way. So I gradually added those things.
The next thing was adding 3D floors, after wanting to play Nimrod with Legacy and running into all kinds of problems with both its software and hardware renderer (Now THAT was one broken engine.)
And after that I started adding ZDoom features to it until it got to a releasable state.
The only things in there that come from ZDoomGL are the visibility clipper (Timmie's was just a lot better than the one I had before), the sky drawing code (which later turned out, Timmie (mis)appropriated from Doomsday) and the dynamic light definition format.
ZDoomGL's renderer was beyond hope - way too slow, way too buggy and generally never managed to get into a state where it could handle most features beyond the most basic. I won't even start about the first ZDoomGL which really looked nice when it was working - but crashed all over the place. There is no code from that in GZDoom.
- Zanieon
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Re: Texture environment and detail maps (+ other stuff)
Oh well, that's the bad point of hear rumors only. I never tried ZDoomGL since when i met it i already knew about JDoom and DoomLegacy and comparing the features, ZDGL seemed alot limited.