"Polybuffer"?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

"Polybuffer"?

Postby Zanieon » Tue Oct 15, 2019 1:38 am

So i discovered that GZDoom can generate very trippy imagery whenever you noclip and pass over hold sectors of Polyobjects:


Not sure if this is a new kind of HOM, only wanted to share this.
User avatar
Zanieon
A Tamer of The Dark
 
Joined: 13 Jan 2009
Location: Somewhere in the future
Discord: Zanieon#3177
Twitch ID: Zanieon
Operating System: Windows 10/8.1/8 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: "Polybuffer"?

Postby Rachael » Tue Oct 15, 2019 2:52 am

I have never seen this before. It actually used to just not draw anything at all. Maybe something changed that affected how the exterior of the polyobjects are rendered.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Graphics Processor: nVidia with Vulkan support

Re: "Polybuffer"?

Postby MFG38 » Tue Oct 15, 2019 10:20 am

That actually looks sorta cool.
User avatar
MFG38
 
Joined: 14 Apr 2019
Location: Finland
Operating System: Windows 10/8.1/8 64-bit

Re: "Polybuffer"?

Postby Graf Zahl » Fri Oct 18, 2019 12:57 pm

Is there some postprocessing filter at play here that works with random garbage as source?
User avatar
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: "Polybuffer"?

Postby Zanieon » Mon Oct 21, 2019 7:49 am

I only use the internal ones, mostly Bloom, AO and FXAA only, disabling them seems to just sharpen the imagery.
User avatar
Zanieon
A Tamer of The Dark
 
Joined: 13 Jan 2009
Location: Somewhere in the future
Discord: Zanieon#3177
Twitch ID: Zanieon
Operating System: Windows 10/8.1/8 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support


Return to General

Who is online

Users browsing this forum: Semrush [Bot] and 2 guests