Large pixels for fuzzy sprites

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Expand view Topic review: Large pixels for fuzzy sprites

Re: Large pixels for fuzzy sprites

by randi » Fri Oct 05, 2012 2:41 pm

The effect is pixel-based and not scalable.

Re: Large pixels for fuzzy sprites

by Graf Zahl » Fri Oct 05, 2012 1:09 am

That's pretty much what it was. Despite the higher resolution it had too many issues.

Re: Large pixels for fuzzy sprites

by NeuralStunner » Mon Oct 01, 2012 12:37 pm

Doom95 sounds like the Windows ME of Doom ports...

Re: Large pixels for fuzzy sprites

by Project Shadowcat » Mon Oct 01, 2012 11:31 am

Oh, so that's why it was really messed up. Not what I expected. =/
Well then, don't mind me, I'll just be in the corner.

Re: Large pixels for fuzzy sprites

by edward850 » Mon Oct 01, 2012 1:20 am

Depends on what you mean.
Due to a bug in its handling of certain types of graphics cards and DirectX versions, Doom95 does not render the partial invisibility effect in its original form. Instead of seeing directly through the sprite, with some cards the user sees a wall texture or other background "refracted" through the creature's body at a slight angle, as though looking at an object through a glass of water. This makes invisible enemies somewhat easier to see, especially in dark rooms; on the other hand, tracking the movement of non-invisible creatures behind them can be more challenging, especially when trying to aim one's weapon through a pile of invisible corpses (which can easily occur, for example, in E1M9: Military Base). On other cards the effect produces bright yellow and magenta pixels which make the affected things stand out very clearly. Both visual glitches can be prevented by disabling DirectDraw acceleration using the -emulate parameter.

Re: Large pixels for fuzzy sprites

by Project Shadowcat » Mon Oct 01, 2012 12:28 am

I'm throwing out a guess here, but was that why the fuzzy demons in Doom95 (in a resolution that was not 320x200) were so horribly broken?

Re: Large pixels for fuzzy sprites

by Nash » Thu Sep 27, 2012 8:07 am

I see. Of course, I am unfamiliar with the technical details, it just SEEMED to me that it looks almost like what a 320x200 screen is doing. Regardless, my point is that with the way the fuzzy rendering works with ZDoom currently, the pixels are too tiny on my screen and it doesn't look any different than "shadow".

Re: Large pixels for fuzzy sprites

by Gez » Thu Sep 27, 2012 8:01 am

Nash wrote:GZDoom has one fuzzy rendering mode (via OpenGL shaders) that makes the size of the pixelated fuzziness equivilent to a 320x200 screen, regardless of the user's video mode.
Unfortunately, not really. It divides the source image in a number of "pixels" which are independent of the source image's actual number of texels. The value used works well enough for spectres, but if you were to, for example, put a fuzzy health bonus and a fuzzy spidermastermind in the same room, you'd quickly notice the problem.

I haven't figured out how to get the image's actual texel dimensions in shader language. It uses a system where the coordinates always range from 0.0 to 1.0.

Large pixels for fuzzy sprites

by Nash » Thu Sep 27, 2012 7:53 am

I like to set the Specters to "fuzzy" when I'm enjoying classic Doom gameplay in the software renderer, but the problem with using the fuzzy mode in my native resolution (1920 x 1200) is that the pixels are so tiny and the Specters end up looking like a black translucent thing, in which case I might as well just set the mode to "shadow"... which is not what I want.

GZDoom has one fuzzy rendering mode (via OpenGL shaders) that makes the size of the pixelated fuzziness equivilent to a 320x200 screen, regardless of the user's video mode.

Can we have that for the software renderer?

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