Scaled projectile decals

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Expand view Topic review: Scaled projectile decals

Re: Scaled projectile decals

by Nash » Sat Nov 27, 2021 1:13 pm

It has been known and confirmed for quite some time now that this happens in the software renderer when any of the HQ resizing modes are enabled. I usually play with NormalNx, so when I switch to the software renderer, the stretchy decals will happen. It also affects weapon sprites on the HUD (software renderer).

Bug still exists in GZDoom 4.7.0.

Re: Scaled projectile decals

by Nash » Mon Nov 09, 2020 4:40 am



GZDoom 4.5.0, software renderer. No mods, no autoload.

Happens only with the following INI setup, though.
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Re: Scaled projectile decals

by Graf Zahl » Sun Sep 01, 2019 3:32 pm

Yes, that's the original error I remember. Apparently part if it has filtered down to the hardware renderer as well.

Re: Scaled projectile decals

by Scuba Steve » Sun Sep 01, 2019 3:29 pm

https://drive.google.com/file/d/12FoYGQ ... yG1W0/view

Hardware renderer. The software renderer returns a slightly different error; the overlayed sprite is not cut off, it's just twice the size.

Re: Scaled projectile decals

by Graf Zahl » Sun Sep 01, 2019 10:00 am

It's a problem deep in the decal implementation which simply ignored the texture scaling. Apparently it still gets past the barriers I erected when rewriting the texture manager to not return unscaled texture sizes anywhere. Unfortunately you posted this right when I was on vacation and the link is dead, so unless you re-upload it so I can check this particular case the issue will remain unsolved.

What renderer is this? Software, hardware or both?

Re: Scaled projectile decals

by Scuba Steve » Sun Sep 01, 2019 7:18 am

Any news on this front, or is it something we'd be better off fixing using decaldefs?

Re: Scaled projectile decals

by Scuba Steve » Mon Aug 05, 2019 1:58 pm

Re: Scaled projectile decals

by Graf Zahl » Mon Aug 05, 2019 11:22 am

Please post a runnable example for testing.

Scaled projectile decals

by Scuba Steve » Mon Aug 05, 2019 7:54 am

OK, so question about the plasma gun's decal. ZDoom uses the plasma gun projectile as an alpha overlay for the decal it applies to walls. In the case of projects that apply a filter to upscale projectiles, the alpha decal gets distorted and stretched on the wall. All things considred, shouldn't the alpha map scale appropriately and match the original size of the projectile?


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