[GZDoom] Orient billboard sprites toward camera

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Re: [GZDoom] Orient billboard sprites toward camera

by Major Cooke » Sun Jun 12, 2016 10:13 am

That's what my rolling/flat sprites submission is for.

Re: [GZDoom] Orient billboard sprites toward camera

by maseter » Sun Jun 12, 2016 9:03 am

Could this be expanded even further to do something like this?
Image

Re: [GZDoom] Orient billboard sprites toward camera

by Major Cooke » Sat Jun 11, 2016 6:24 am

You know... That actually sounds like a good idea. I'll apply that to my rolling sprites submission.

Re: [GZDoom] Orient billboard sprites toward camera

by Ral22 » Fri Jun 10, 2016 10:22 pm

Question: Can this be applied as a flag on an actor, like FORCEXYBILLBOARD? In my opinion, sprites in skyboxes and some larger sprites benefit from always orienting to the camera, but in general gameplay with monsters and such, I prefer the other methods.

Re: [GZDoom] Orient billboard sprites toward camera

by Major Cooke » Sun May 01, 2016 6:26 am

OH SHIT! Okay, I'll update my pull request now! :mrgreen:

Re: [GZDoom] Orient billboard sprites toward camera

by Graf Zahl » Sun May 01, 2016 2:22 am

Major Cooke wrote: Yeah. Until graf finds some way to safely draw sprites on both sides of a portal...

As it just so happens, I completed that part yesterday evening. I did it entirely with clipping planes so it'll automatically be applied to all sprite types.

Re: [GZDoom] Orient billboard sprites toward camera

by Major Cooke » Sat Apr 30, 2016 7:49 pm

Ah. Mainly any sort of compatibility. Like, in that one, that has flags. +ROLLSPRITE for example.

Yeah. Until graf finds some way to safely draw sprites on both sides of a portal... Neither of these things is gonna happen for a while I'm afraid.

Re: [GZDoom] Orient billboard sprites toward camera

by biospud » Sat Apr 30, 2016 6:06 pm

Major Cooke wrote:This'll probably have to wait for the same reasons as mine does, but this actually looks pretty neat.

However if I recall correctly, don't you have some adjustments on ZDoom's side to add also?
Yikes. I changed the same part of gl_sprite.cpp that your pull request did Major Cooke. It would be a yukky job just merging our two pull requests together. Well, I've got my feature in GZ3Doom, where I need it for the time being. I doubt I'll be pushing any true VR stuff into gzdoom in the next few months. Perhaps I'll work up another pull request later, when the temperature has cooled down in this part of the code.

I have no serious plans to add anything to the zdoom side at the moment. What are you referring to?

Re: [GZDoom] Orient billboard sprites toward camera

by Major Cooke » Sat Apr 30, 2016 5:48 pm

This'll probably have to wait for the same reasons as mine does, but this actually looks pretty neat.

However if I recall correctly, don't you have some adjustments on ZDoom's side to add also?

[GZDoom] Orient billboard sprites toward camera

by biospud » Sat Apr 30, 2016 5:35 pm

Game sprites look much better in virtual reality when they are oriented toward the camera, rather than just being oriented perpendicular to the player view direction.

This way, when the player stops and looks around in different directions, the sprites remain mostly stationary, rather than spinning around crazily. So I added a new CVAR in GZ3Doom, "gl_billboard_faces_camera", to provide an option for this mode of sprite orientation.

And gzdoom could have the same option too, if you choose to acquire this pull request:
https://github.com/coelckers/gzdoom/pull/50

Sprites oriented toward camera, with gl_billboard_faces_camera = true:
Spoiler:
Traditional mode with sprites oriented perpendicular to view direction:
Spoiler:

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