Level Geometry Smoothing Groups

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Level Geometry Smoothing Groups

Postby Indecom » Wed Apr 03, 2019 5:31 pm

Hey guys, with the advances that GZDoom has made over the years leading to more complex mapping, I think it would be advantageous to implement a smoothing group tag to wall segments and ceiling/floors that connects the normals of each vertex to that of it's neighboring sector with the same smoothing group tag.

For those of you who don't know what smoothing groups can do, take a look at the following images:
https://docs.unity3d.com/uploads/Main/BumpMap2CylindersWire.png

Right now all of the geometry in GZDoom is flat shaded like the following images:
https://img.wonderhowto.com/img/96/15/63475362543842/0/smooth-shade-gouraud-objects-maya.1280x600.jpg

Having something like this in GZDoom would allow us to create cylindrical columns in game that are shaded round under dynamic light, or terrain with rolling hills that are smoothly lit while castle walls protruding from that terrain can create a crisp sharp edge where they meet.

I understand and fully expect that if this were to be added, it would be in the Vulkan build once work on that has reached a point where the team is happy with releasing and working on new features.
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Indecom
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