Try this now for newer GZDoom versions.
MaxED wrote:Nash wrote:Is anyone else having problems with SSAO being drawn in front of sprites? I have the latest nvidia drivers but it still happens.
Qeffects developer mentoined that this may be happening because sprites geometry is not written to depth buffer in GZDoom. Other interesting thing to note is that this problem doesn't occure in Zandronum.
esselfortium wrote:I've experimented around with this a bit, and it's definitely a nifty set of effects. It's not usable in GZDoom for anything outside of novelty value at the moment, though, given the absolute mess that it makes of skies, titlepic and HUD stuff, and other things that really shouldn't be made a mess of. If something like this could be implemented into GZDoom in a way that mappers and modders can more directly control, it'd be worthwhile even for just the occlusion alone, which adds a lot of nice depth to a scene (a la Doomsday's fake radiosity) when it's not being visibly buggy and bizarre.
blackfish wrote:Anyone else think emboss is worth it? Or am I crazy?
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