Texture Skew?
Moderator: GZDoom Developers
Texture Skew?
Not exactly sure if this has been suggested or not as I looked up "skew" in the search and all I found was rotating textures but ANYWAY. is it at all possible for this feature to be implemented? it would help immensely especially for Sloped surfaces, hallways or maybe even 3D Floors? that would be the best thing honestly for me (and those interested) instead of having to manually make a bunch of special skewed textures to get the look I need / want in my maps. would be a very useful quality of life feature for sure
Re: Texture Skew?
It has been suggested a looooooooonnnnnnnnnnnnnnnnnng time ago, was shot down on account of no one wanting to implement it in the software renderer.
- Graf Zahl
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Re: Texture Skew?
Actually, while this sounds simple, there's implications to consider that make things a lot harder, mainly how to set this up in the editor and how to vertically align the textures on the linedef.
On the rendering size I wouldn't really bother with the intricacies, and just add a 'skew' uniform that can be applied to the texture coordinate in the shader.
On the rendering size I wouldn't really bother with the intricacies, and just add a 'skew' uniform that can be applied to the texture coordinate in the shader.
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Re: Texture Skew?
The just make it so the software renderer just ignores skewing, and renders it normally. a sort of "hardware unique" feature a-la dynamic lights, or 3d floors.
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Re: Texture Skew?
Both of those features are supported by the software renderer. Well, sloped 3D floors aren't, but...XLightningStormL wrote:The just make it so the software renderer just ignores skewing, and renders it normally. a sort of "hardware unique" feature a-la dynamic lights, or 3d floors.
Re: Texture Skew?
Was it really? huh well in terms of the advancements the software has come as of now i.e supporting Dynamic lights, 3D Floors (to a degree) and True colour support. never mind the soft poly render? How feasible would it be to implement in this version of that render?Gez wrote:It has been suggested a looooooooonnnnnnnnnnnnnnnnnng time ago, was shot down on account of no one wanting to implement it in the software renderer.
Edit:
Now that I think about it, 3D Floor texture skew could be really awkward to work with. hmm
Re: Texture Skew?
I actually thought this was quite feasible to do in the software renderer, at least skewing on the Y-plane. But I have since made actual attempts at it, and couldn't figure out where in the heck it calls up its texture coordinates. As long as you let the drawers handle the X-offsets on their own, changing the Y-offset would theoretically have been so simple that it would've been easier to do it in the software renderer than the hardware one. But alas, that turned out to not be the case.
- Graf Zahl
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Re: Texture Skew?
Haven't you realized by now that the software render does not know 'easy'?
Re: Texture Skew?
It was a year or two ago when I attempted this.
Re: Texture Skew?
Yarly:doomfiend wrote:Was it really?
viewtopic.php?t=4575 (tantalizing dead screenshot of an OpenGL implementation by Graf)
viewtopic.php?t=5513 (ZDoom forums used to be a much sillier place)
viewtopic.php?t=20174 (lol at Tinypic)
viewtopic.php?t=60875 (most recent thread, which is when Rachael last tried getting it working)
Re: Texture Skew?
*slaps Gez with The One Cod*Gez wrote: viewtopic.php?t=5513 (ZDoom forums used to be a much sillier place)
Re: Texture Skew?
I wonder if you guys could consider putting in this feature exclusively for GL and hopefully someone makes a breakthrough for the software renderer, where functionality could work for that at some point down the road. Similarly with how 3D Floors were handled. but unlike 3D Floors (when the 3D Floors were invisible) this feature isn't really game breaking as all it would do is make the texture look... not skewed? lol
Re: Texture Skew?
Well if what Gez posted is any indication, Graf had it at one point. It didn't seem like it was much effort for him to do it in OpenGL. As for software... it'll catch up ... someday.
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Re: Texture Skew?
Depends on how many people use Software in GZD, most of what I've seen is people prefer to use alternative source ports if they want a more "authentic software look" or better performance (or use Potatoes as computers)
Obviously the sheer majority will be Hardware/OpenGL/Vulkan, so it really wouldn't be an issue. That's not to say texture skewing Shouldn't be added, obviously it should, it's just that SW would require more effort, and is a less used feature. Thus it can wait.
Not forgetting at this point UDMF has a whole lot of features that necessitate OpenGL/Vulkan at this point
Obviously the sheer majority will be Hardware/OpenGL/Vulkan, so it really wouldn't be an issue. That's not to say texture skewing Shouldn't be added, obviously it should, it's just that SW would require more effort, and is a less used feature. Thus it can wait.
Not forgetting at this point UDMF has a whole lot of features that necessitate OpenGL/Vulkan at this point
- Graf Zahl
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Re: Texture Skew?
The problem is not rendering a skewed texture - that's merely some minor alteration of the texture coordinate.Rachael wrote:Well if what Gez posted is any indication, Graf had it at one point. It didn't seem like it was much effort for him to do it in OpenGL. As for software... it'll catch up ... someday.
That far bigger problem is to get this to work within the confines of the map format - and here's where each attempt failed.