[OGL] FlatSky rendering support

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Re: [OGL] FlatSky rendering support

by ibm5155 » Thu Aug 18, 2016 7:14 pm

kinda like my situation, I modified the software shaders for making a unique shader style, but I cannot introduce that effect under my .wad/pk3 file, instead I'll need to release a modified gzdoom.pk3 file or just let alove people without the modified shader file
EDIT: oh there's (just saw the example of the "XXYYZ"? mod and I just did a copy and paste from what I changed)

Re: [OGL] FlatSky rendering support

by JPL » Thu Aug 18, 2016 2:07 pm

This is a nice effect and indicative of flexibility that could be used for various interesting visuals.

It'd be nice if WADs could provide their own shaders for skies, so you could do whatever you like there: PSX Doom style pixel fire sky, ZDoom-style flatsky, Quake1 style warping parallax sky, etc. It's always rendered behind the main scene so it's a little more clearly separable in the render process than, say, flats or things or wall textures.

No idea if that is any easier with the new shader changes going in, or how data-driven that stuff will ultimately be. I'm just thinking about what might be possible.

Re: [OGL] FlatSky rendering support

by Zeberpal » Thu Aug 18, 2016 5:55 am

This is really just a half-measure, which would only work in very small amout of certain cases, or would not work at all. Besides as I explained earlier there is a problem with GZD not having a good time rendering two or more different skies which are close to each other.
When I was making this thread, I thought that sewing flatskyrender feature into GZDoppengl would also fix this bug i just point out.

Re: [OGL] FlatSky rendering support

by ibm5155 » Wed Aug 17, 2016 4:30 pm

what could be done is a 3D model around the skybox viewpoint, and limit the up/down view angle so the player will not see the missing part on the botton/top.
Or even a normal sector that has the format of an circle and the câmera on the mid of it.

Re: [OGL] FlatSky rendering support

by JimpArgon » Tue Aug 16, 2016 10:16 pm

Zeb. I re-downloaded the file because I seen the original post had been edited today. Went to drag and drop (as I did with your first release.) and nothing happens. It just loads up stock doom 2....

Is there something wrong with the file?

Re: [OGL] FlatSky rendering support

by Zeberpal » Tue Aug 16, 2016 2:52 pm

Graf Zahl wrote:How did you even manage to have no sky displayed whatsoever in GZDoom? Normally the regular sky should be used, albeit wrapped around a dome-like shape.
Sorry, I don't really understand. If you mean, why that sky won't render properly in Gzdoom...In Gzdoom case, it happens when two or more sectors with different skies are close or adjacent to each other.
To reproduce this try to run attached file in software and OGL modes.
That's the thing. I could probably simulate flat skies with acs and camera hacks(which would not worth the effort, though) , but it would not render correctly after all anyway. It's glitchy, sometimes sky dissapear or won't appear at all. It really looks like a bug, to be honest.
Image

Re: [OGL] FlatSky rendering support

by Graf Zahl » Tue Aug 16, 2016 12:55 pm

How did you even manage to have no sky displayed whatsoever in GZDoom? Normally the regular sky should be used, albeit wrapped around a dome-like shape.

Re: [OGL] FlatSky rendering support

by Zeberpal » Tue Aug 16, 2016 12:31 pm

Kinsie wrote:Note Self: Use this sky trick to make a map that's deliberately, intentionally broken in GL, point at this thread when people complain.
That's not a right focus. It was deliberately and intentionally made to show which (exclusive) feature zdoom engine has and other game engines don't.
Just tried to point out gzdoom could be a tool for something-something 3d avangarde, as it is trendy. It could get an attention to engine. Seriously.
Graf Zahl wrote:I consider this mostly pointless. It won't look good, only has use for edge cases. I have more important things to do
I'm defendless here. I'm the only edge case so far :< Can only hope this idea will be a continuation for other modders to expand.

Re: [OGL] FlatSky rendering support

by Kinsie » Tue Aug 16, 2016 12:01 pm

Note Self: Use this sky trick to make a map that's deliberately, intentionally broken in GL, point at this thread when people complain.

Re: [OGL] FlatSky rendering support

by Caligari87 » Tue Aug 16, 2016 10:19 am

G/ZDoom isn't an emulator. It's an advanced source port focusing on advanced features, and in some cases those advanced features (like LOOKING UP AND DOWN) trump accuracy. If you want accuracy, play on Chocolate Doom.

8-)

Re: [OGL] FlatSky rendering support

by AdmiralAjax » Tue Aug 16, 2016 10:07 am

Graf Zahl wrote:I consider this mostly pointless. It won't look good, only has use for edge cases. I have more important things to do.
Only for edge cases? You mean like, the edge case of every map in Doom ever???? But yeah, I'm sure rewriting [NO]Doom five more times is so important.

You do know that when emulator developers say that the emulators they make are only for archival purposes, they're only saying that to save their asses, right?

Re: [OGL] FlatSky rendering support

by Graf Zahl » Tue Aug 16, 2016 2:23 am

I consider this mostly pointless. It won't look good, only has use for edge cases. I have more important things to do.

Re: [OGL] FlatSky rendering support

by ZZYZX » Tue Aug 16, 2016 1:27 am

Graf Zahl wrote:No, it can't. At high angles the projection would completely fall apart and look weird. The software way of projecting a sky does not work well with real view pitching, it works to a reasonable degree with how the software renderer does it.
Looking at how this map does it, I believe that at least for it the sky should be projected like sprites, i.e. not exactly like software (always flat), but as a flat billboarded vertical polygon. Not sure how that would look like ingame.

edit: zzz it's a [No] already without any discussion. What's that even.

Re: [OGL] FlatSky rendering support

by Graf Zahl » Tue Aug 16, 2016 12:50 am

ZZYZX wrote:It can just go into gradient and solid color at some point (over/under software caps), for example.
No, it can't. At high angles the projection would completely fall apart and look weird. The software way of projecting a sky does not work well with real view pitching, it works to a reasonable degree with how the software renderer does it.

Re: [OGL] FlatSky rendering support

by ZZYZX » Mon Aug 15, 2016 5:54 pm

It can just go into gradient and solid color at some point (over/under software caps), for example.

Also while I think this could be replicated with shaders in GZDoom instead of using gross hacks, the feature itself would be nice to have to complete the software emulation along with software lightmode.

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