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dpJudas wrote:Hmm, r_skymode is working fine on my computer.
dpJudas wrote:About softpoly, the intention here was always to make it match the GL renderer - the skydome it uses is from there. Unfortunately I tied the fade to the texture UV coordinates, which turned out to be a really bad idea. It requires a change in the drawers and the vertex format to be fixed.
Graf Zahl wrote:Really? For me it always looks the same when using a 256 pixel tall sky.
dpJudas wrote:I wasn't talking about the fade. Using a 256 pixel tall sky it gets squashed to roughly half the intended height. If you need test material, I could give you a few old compilation mods I made long ago with different skies which also use sky offsetting.
dpJudas wrote:, but I'm less optimistic about dealing with the classic software renderer. Its sky offsetting code is very convoluted.
Paar wrote:I have recently discovered this bug and must say that it's very annoying. As of now you cannot make a sky that is higher than 128 pixels and has no tiling effect. According to dpJudas this is something that's not easy to fix. Is that true?
dpJudas wrote: and that's what happened to the software renderer
Graf Zahl wrote:So yeah, sorry. You have to take what you can get, but there's really nobody here who is willing to work with that code anymore.
Rachael wrote:My main motivation for using software has always been correct sprite rendering.
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