by Super Chex » Tue May 08, 2018 5:37 pm
RockstarRaccoon wrote:Graf Zahl wrote:I cannot even fathom what you did here.
I'm pretty sure he tried to use a rectangular-shaped portal-polyobject to wrap a non-rectangular piece of geometry.
Super Chex> This is the engine working as intended: portals are SUPPOSED to snip floors like that. The bleed thing only works because the engine doesn't bother to cut up the floor for the polyobject (which would be stupid), and is not a behavior you should rely on. I suggest you redo the polyobject with the outline of the geometry matching the polyobject enough that they don't flip their shit like this, OR try to use some sort of MD3 based system, as using portals to do something like this is going to be messy and you can do it much cleaner nowadays with .MD3s.
That was how I had originally done it, the problem is that if I do that, the number of portal recursions exceeds GZDoom's default value of 4, thanks to the complexity of the car's geometry. This means that in order for people to use it properly, they'd need to turn up the recursion limit to 5 or higher in order to not see a "slime trail" type of effect, depending on the complexity of the geometry in question.
This is actually why I switched to a simple box. It just seems like bad form to force people to change a fairly obscure setting just to avoid artifacting. To make matters worse, in OpenGL, the portal recursion isn't controlled by the portal recursion limit CVAR, but the mirror reflection recursion CVAR. This makes it even more annoying for the end-user.
EDIT: Clarification.
[quote="RockstarRaccoon"][quote="Graf Zahl"]I cannot even fathom what you did here.[/quote]
I'm pretty sure he tried to use a rectangular-shaped portal-polyobject to wrap a non-rectangular piece of geometry.
Super Chex> This is the engine working as intended: portals are SUPPOSED to snip floors like that. The bleed thing only works because the engine doesn't bother to cut up the floor for the polyobject (which would be stupid), and is not a behavior you should rely on. I suggest you redo the polyobject with the outline of the geometry matching the polyobject enough that they don't flip their shit like this, OR try to use some sort of MD3 based system, as using portals to do something like this is going to be messy and you can do it much cleaner nowadays with .MD3s.[/quote]
That was how I had originally done it, the problem is that if I do that, the number of portal recursions exceeds GZDoom's default value of 4, thanks to the complexity of the car's geometry. This means that in order for people to use it properly, they'd need to turn up the recursion limit to 5 or higher in order to not see a "slime trail" type of effect, depending on the complexity of the geometry in question.
This is actually why I switched to a simple box. It just seems like bad form to force people to change a fairly obscure setting just to avoid artifacting. To make matters worse, in OpenGL, the portal recursion isn't controlled by the portal recursion limit CVAR, but the mirror reflection recursion CVAR. This makes it even more annoying for the end-user.
EDIT: Clarification.