by randi » Fri Jan 02, 2004 9:46 pm
Chris wrote:AFAIK, (Z)Doom doesn't have an "end texel" number to change this (basically, what I believe it does is something like "start at this texel column, and just increase as you go along the wall").
Incorrect. What you describe is the way Doom did it. ZDoom (and Build) keep track of what texel to start drawing at and how many texels fit across the width of the wall (in Build, this is a wall's xrepeat*8). Because of this, the end texel visible on a wall in Doom can fluctuate depending on what angle you view it at, even if the wall is a perfectly integral length. With ZDoom (and Build), the end texel is always the same, and it always gets fully drawn, so it always looks the same no matter how you view it.
The fix for this "bug" is quite easy, too: Just round the length to nearest instead of down. It should also look better than it did in Doom, since you will always see the full 91st texel instead of different amounts of it depending on how you look at the wall. Note that this isn't going to change any existing savegames, since this information is stored in the savegame, so you need to start a new map to see a difference.
[quote="Chris"]AFAIK, (Z)Doom doesn't have an "end texel" number to change this (basically, what I believe it does is something like "start at this texel column, and just increase as you go along the wall").[/quote]
Incorrect. What you describe is the way Doom did it. ZDoom (and Build) keep track of what texel to start drawing at and how many texels fit across the width of the wall (in Build, this is a wall's xrepeat*8). Because of this, the end texel visible on a wall in Doom can fluctuate depending on what angle you view it at, even if the wall is a perfectly integral length. With ZDoom (and Build), the end texel is always the same, and it always gets fully drawn, so it always looks the same no matter how you view it.
The fix for this "bug" is quite easy, too: Just round the length to nearest instead of down. It should also look better than it did in Doom, since you will always see the full 91st texel instead of different amounts of it depending on how you look at the wall. Note that this isn't going to change any existing savegames, since this information is stored in the savegame, so you need to start a new map to see a difference.