Oh, i was wrong. It really doesn't exist. If you put some stub texture, it stops lagging._mental_ wrote:Where is this texture exactly? Also, querying FWADCollection and FTextureManager for it returns nothing.UsernameAK wrote:The texture really exists. It's in gzdoom.pk3's graphics folder.
Search found 82 matches
- Wed Sep 25, 2019 2:51 pm
- Forum: Closed Bugs [GZDoom]
- Topic: FWadCollection::GetLumpsInFolder performance problems
- Replies: 9
- Views: 861
Re: FWadCollection::GetLumpsInFolder performance problems
- Fri Sep 20, 2019 10:15 am
- Forum: Closed Bugs [GZDoom]
- Topic: FWadCollection::GetLumpsInFolder performance problems
- Replies: 9
- Views: 861
Re: FWadCollection::GetLumpsInFolder performance problems
The texture really exists. It's in gzdoom.pk3's graphics folder. That weird trick is used to use mouse in older ports.
- Fri Sep 20, 2019 6:56 am
- Forum: Closed Bugs [GZDoom]
- Topic: FWadCollection::GetLumpsInFolder performance problems
- Replies: 9
- Views: 861
FWadCollection::GetLumpsInFolder performance problems
FWadCollection::GetLumpsInFolder makes lag because it basically bruteforces all lumps in all wads. It affects performance of wads that use ACS SetFont heavily and have large amount of lumps. The well-known wad that is affected by this bug is LSD. Inventory in this mod is made with ACS, and it lags ...
- Tue Apr 23, 2019 11:22 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Fixed postprocess shaders with 2 or more textures
- Replies: 1
- Views: 383
Re: Fixed postprocess shaders with 2 or more textures
Close it. It was already merged in.
- Mon Mar 25, 2019 1:45 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Fixed postprocess shaders with 2 or more textures
- Replies: 1
- Views: 383
Fixed postprocess shaders with 2 or more textures
I fixed a bug that caused postprocess shaders that have 2 or more textures to ignore all textures except the first one.
https://github.com/coelckers/gzdoom/pull/793
https://github.com/coelckers/gzdoom/pull/793
- Wed Sep 05, 2018 2:51 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Parallax Mapping
- Replies: 29
- Views: 5323
Re: Parallax Mapping
Yes. Use newer shader. I can find it for you.PixelWAD wrote:Is there any other way to use Parallax Mapping with 3.5.1?
- Thu Jul 05, 2018 12:43 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Parallax Mapping
- Replies: 29
- Views: 5323
Re: Parallax Mapping
Did parallax occlusion mapping. No warping. (I'm too lazy to put a dynlight so the screenshot has no shadows)

the example wad:
https://www.thunix.org/~usernameak/testshader.pk3

the example wad:
https://www.thunix.org/~usernameak/testshader.pk3
- Thu Jul 05, 2018 8:38 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Parallax Mapping
- Replies: 29
- Views: 5323
Re: Parallax Mapping
The effect itself looks fine only on high-res textures and with texture filtering enabled.Trusty McLegit wrote:The wall texture is low resolution and blurry, but I feel like the effect itself looks fine?UsernameAK wrote:First screenshot. The shader doesn't look good at all. At least now.
- Thu Jul 05, 2018 6:49 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: External texture support for texture shaders
- Replies: 12
- Views: 1801
- Thu Jul 05, 2018 6:15 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Parallax Mapping
- Replies: 29
- Views: 5323
Re: Parallax Mapping
UPD: made an additional feature to be able to make custom materials. Care to elaborate? Are you saying you made it possible to combine together hardware shader with materials now (diff/spec/norm or PBR)? Almost. If i'll make ability to name the textures, yes. Before that you have to copy the ...
- Thu Jul 05, 2018 6:05 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Parallax Mapping
- Replies: 29
- Views: 5323
Re: Parallax Mapping
First screenshot. The shader doesn't look good at all. At least now.
- Thu Jul 05, 2018 5:54 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Parallax Mapping
- Replies: 29
- Views: 5323
Re: Parallax Mapping
Mappers will able to do parallax mapping themselves if this will be accepted: https://github.com/coelckers/gzdoom/pull/515 Just some minor feedback - 1) The brace style in gldefs.cpp is inconsistent. Would rather you stick to Allman, like the rest of the file. 2) Would be better if the Sampler2D ...
- Wed Jul 04, 2018 1:30 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Parallax Mapping
- Replies: 29
- Views: 5323
Re: Parallax Mapping
Mappers will able to do parallax mapping themselves if this will be accepted: https://github.com/coelckers/gzdoom/pull/515
- Wed May 30, 2018 5:55 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Parallax Mapping
- Replies: 29
- Views: 5323
Parallax Mapping
I suggest to add Parallax Mapping support to GZDoom material system. That will make possibility to make even more realistic materials.
- Mon Mar 19, 2018 10:35 am
- Forum: Assets (and other stuff)
- Topic: How to use new GZDoom material system?
- Replies: 1
- Views: 501
How to use new GZDoom material system?
How to use new GZDoom material system?