0000275: Sprites are cut off by interactive portals

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0000275: Sprites are cut off by interactive portals

Postby printz » Sun Apr 30, 2017 1:57 pm

https://mantis.zdoom.org/view.php?id=275
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Summary   0000275: Sprites are cut off by interactive portals
Description   In software mode (tested under QZDoom), sprites are cut off by interactive portal windows, both for linedef and sector portals.
Steps To Reproduce   Load the test wad and look at the big tree next to the line portal. Then turn on chasecam and the flight cheat and rise through the sector portal, to see your sprite cut off.
Additional Information   For the sector portals, I fixed it in Eternity by creating duplicate vissprites and attaching them to the sectors behind all intersected portals. It was easier for me than figuring out how to setup the column clipping array.

For line portals, I'm trying to figure out how to do it, now.

The map also shows other problems with QZDoom and sector portals, not related to this.

https://mantis.zdoom.org/file_download. ... 8&type=bug
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printz
BOW BEFORE ME!
 
Joined: 26 Oct 2006
Location: Bucharest, Romania

Re: 0000275: Sprites are cut off by interactive portals

Postby Graf Zahl » Sun Apr 30, 2017 1:58 pm

I never implemented this in the software renderer because at least back then it was too messy.

If you are interested how to handle sprites with line portals, what I did was to link each actor into a list with all potentially touching line portals and then go through that list for all rendered portals and check each sprite if it actualy intersects with the portal (See gl_sprite.cpp, gl_RenderActorsInPortal)

QZDoom's software renderer should of course use the same lists that are already present for OpenGL.
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
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