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Scaled projectile decals

PostPosted: Mon Aug 05, 2019 8:54 am
by Scuba Steve
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?


Re: Scaled projectile decals

PostPosted: Mon Aug 05, 2019 12:22 pm
by Graf Zahl
Please post a runnable example for testing.

Re: Scaled projectile decals

PostPosted: Mon Aug 05, 2019 2:58 pm
by Scuba Steve

Re: Scaled projectile decals

PostPosted: Sun Sep 01, 2019 8:18 am
by Scuba Steve
Any news on this front, or is it something we'd be better off fixing using decaldefs?

Re: Scaled projectile decals

PostPosted: Sun Sep 01, 2019 11:00 am
by Graf Zahl
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

PostPosted: Sun Sep 01, 2019 4:29 pm
by Scuba Steve
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

PostPosted: Sun Sep 01, 2019 4:32 pm
by Graf Zahl
Yes, that's the original error I remember. Apparently part if it has filtered down to the hardware renderer as well.