GZDoom 2.1 warping textures (problem)
GZDoom 2.1 warping textures (problem)
so, ive dug through the options and unless im completely blind, i cant find the setting to turn these on. i recently got a pc upgrade and was extremely hyped to try alot of different wads but then i noticed that tenticle floors and such wernt warping. running gzdoom-g2.1.pre-1307-g4e1723e on a AMD Radeon 8600/8700M on a I7 processor, if it was the card issue i wouldnt be coming here 
- wildweasel
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Re: GZDoom 2.1 warping textures (problem)
Warping textures need to be defined in a mod first; what mods were you running before?
Re: GZDoom 2.1 warping textures (problem)
Project Brutality, OSJC, Hideous Destructor (obviously not all together <-<). running maps of chaos and standard vanilla maps. in 1.9 the floors would warp, was it disabled due to issues?
Re: GZDoom 2.1 warping textures (problem)
to note, GL_WARP_SHADER doesnt seem to be a valid console command anymore
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Re: GZDoom 2.1 warping textures (problem)
Are you sure you weren't autoloading a patch that enabled warping on those specific flats?m4lmaster wrote:Project Brutality, OSJC, Hideous Destructor (obviously not all together <-<). running maps of chaos and standard vanilla maps. in 1.9 the floors would warp, was it disabled due to issues?
Re: GZDoom 2.1 warping textures (problem)
pretty sure, ive came from 1.8.10 to 2.1 with the very same list on my ZDL. EDIT: so as it seems, im just use to the warping textures from BD and Project Brutality and havnt noticed the ANIMDEFS have been modified as such, if you could point me in the right way to a wad having these work in vanilla that would be awesome.
Re: GZDoom 2.1 warping textures (problem)
I don't think it ever was?m4lmaster wrote:to note, GL_WARP_SHADER doesnt seem to be a valid console command anymore
- Kappes Buur
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Re: GZDoom 2.1 warping textures (problem)
It is an entry in the ini file for 1.8.10, under [GlobalSettings]Gez wrote:I don't think it ever was?m4lmaster wrote:to note, GL_WARP_SHADER doesnt seem to be a valid console command anymore
gl_colormap_shader=false
gl_fog_shader=false
gl_warp_shader=false
gl_lights_additive=false
gl_light_particles=true
Re: GZDoom 2.1 warping textures (problem)
it is a selection. enable warp shaders under texture options i believe.Kappes Buur wrote:It is an entry in the ini file for 1.8.10, under [GlobalSettings]Gez wrote:I don't think it ever was?m4lmaster wrote:to note, GL_WARP_SHADER doesnt seem to be a valid console command anymoregl_colormap_shader=false
gl_fog_shader=false
gl_warp_shader=false
gl_lights_additive=false
gl_light_particles=true
- wildweasel
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Re: GZDoom 2.1 warping textures (problem)
I believe the cvar no longer exists, because it no longer needs to be an option - any video hardware that supports a new enough OpenGL to run the 2.x GZDoom versions is more than likely capable of using shaders for warped textures, as opposed to the old way, which I've forgotten the explanation of.
It should be clarified that the option was meant to change how the warp shaders were handled, not to enable/disable warping entirely.
It should be clarified that the option was meant to change how the warp shaders were handled, not to enable/disable warping entirely.
Re: GZDoom 2.1 warping textures (problem)
Pretty close. Simplified, the shader option in 1.8 was only if GZDoom didn't know if the shader was supported by the operating hardware. If it was definitely going to work or not, the menu was hidden and the cvar was ignored.
In 2.1, as all hardware now supports the shader from level of entry alone, the cvar would be pointless.
In 2.1, as all hardware now supports the shader from level of entry alone, the cvar would be pointless.
Re: GZDoom 2.1 warping textures (problem)
welp, on that note. where could i grab a texture wad that by default has these working. persay, when i play Project Brutality these are enabled on textures like the walls with faces, the floors/walls with the tentacle/brainy texture, but swaping over to vanilla, OSJC, HD, ATM, etc. does not use them so im guessing its probably a ANIMDEF line or something otherwise?
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Re: GZDoom 2.1 warping textures (problem)
edward850 wrote:Pretty close. Simplified, the shader option in 1.8 was only if GZDoom didn't know if the shader was supported by the operating hardware. If it was definitely going to work or not, the menu was hidden and the cvar was ignored.
In 2.1, as all hardware now supports the shader from level of entry alone, the cvar would be pointless.
The CVAR only had use for weak GL 2.x hardware, which nominally supports shaders but they are so slow that they can break down performance.
GZDoom 2.x requires OpenGL 3.0 where everything has to be done using shaders. So it makes no sense to replace shader based warping by infinitely more expensive software warping. Even the lowest end GL 3.x card will outperform the software solution - and look better.
Re: GZDoom 2.1 warping textures (problem)
Ah, I remember it being compatiblity rather than performance for some reason. Although it would have probably have been reports from ATI cards, all chances are.
Unless I'm slowly going insane and somehow imagining bug reports.
Unless I'm slowly going insane and somehow imagining bug reports.
- Graf Zahl
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Re: GZDoom 2.1 warping textures (problem)
Actually no, no ATI this time.
Back then I had a Geforce 6800. This card nominally supported GL 2.x, but the shader performance was so utterly pathetic that it was of no use, except for small scale effects.
That's why GZDoom 1.x disabled all shader effects, except applying colormaps to camera textures, for low end GL 2.x hardware, but since that detection was rather spotty there was an option to disable shader effects for all GL 2.x hardware. For GL 3.x hardware these options never showed.
I made the exception for the camera textures because in this single case the performance drop was preferable to an ugly visual glitch.
Back then I had a Geforce 6800. This card nominally supported GL 2.x, but the shader performance was so utterly pathetic that it was of no use, except for small scale effects.
That's why GZDoom 1.x disabled all shader effects, except applying colormaps to camera textures, for low end GL 2.x hardware, but since that detection was rather spotty there was an option to disable shader effects for all GL 2.x hardware. For GL 3.x hardware these options never showed.
I made the exception for the camera textures because in this single case the performance drop was preferable to an ugly visual glitch.