Hi there.I really don't know how to explain this bug, except to say that it occurs when using the opengl render mode in gzdoom 3.7.2. Textures don't scale properly like they do in all the other render modes. You can see the difference clearly by switching between render modes in this test map. https://jmp.sh/Z7dGsLm
Look at these locations:
https://imgur.com/a/kM3vX3q
From what I have read here this is a known issue and if/when GZDBBF recognizes the "ForceWorldPanning" flag then all I have to do is set that flag in ZMAPINFO and scale the textures again in GZDBBF. Is that correct?
Texture scaling issue
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Re: Texture scaling issue
I have already reported the lack of ForceWorldPanning support in GZDBBF here: https://github.com/jewalky/GZDoom-Build ... issues/258
But with the main maintainer being absent for quite some time, I doubt this will ever be addressed until someone steps in (either by making a PR or by being added as a collaborator to the GZDBBF repo)
IMO this is quite a high priority issue as any project wanting to utilize the ultimate, CORRECT engine behaviour is out of luck because there is no editor that supports the feature. Imagine making a full project with several maps, all with the wrong texture scaling behaviour without realizing it, simply because the editor doesn't expose the wrong scaling behaviour.
But with the main maintainer being absent for quite some time, I doubt this will ever be addressed until someone steps in (either by making a PR or by being added as a collaborator to the GZDBBF repo)
IMO this is quite a high priority issue as any project wanting to utilize the ultimate, CORRECT engine behaviour is out of luck because there is no editor that supports the feature. Imagine making a full project with several maps, all with the wrong texture scaling behaviour without realizing it, simply because the editor doesn't expose the wrong scaling behaviour.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49066
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Texture scaling issue
This particular issue in the engine has already been fixed for the next release, so that all render modes exhibit the same scaling/panning.
Regarding editing. The only recommendation I can make is to map with unscaled textures, then set 'forceworldpanning' in the MAPINFO when all is done. Or define all textures explicitly to use world panning to begin with, even the unscaled ones. Unfortunately, while I could do something about giving modders an option to disable this insanity, I cannot change the current editing toolchains - only suggest how to avoid the pitfalls.
Regarding editing. The only recommendation I can make is to map with unscaled textures, then set 'forceworldpanning' in the MAPINFO when all is done. Or define all textures explicitly to use world panning to begin with, even the unscaled ones. Unfortunately, while I could do something about giving modders an option to disable this insanity, I cannot change the current editing toolchains - only suggest how to avoid the pitfalls.
Re: Texture scaling issue
Hi Graf, that's great news that it has been fixed I tried my test map with the latest dev build "gzdoom-x64-g3.8pre-607-g0fa4e03db" and got the same results though