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dpJudas wrote:The sky drawer will fade texture coordinates that go past -1 and 1. So far so good, but unfortunately there's setup code that remaps texture coordinates out of range if the texture is not a power of two.
Instead of applying this logic at the very last stage before calling a drawer, someone decided to do this much earlier and in such a convoluted way that I've been unable to reliably disable it without introducing other visual bugs. That's why in some GZDoom releases the fade sky worked, and in other releases it didn't, because every time I tried to fix it someone else undid it due to some other glitch appearing.
dpJudas wrote:One possible future would be to port softpoly to act as a backend to the hardware renderer. This would fix all its rendering bugs.
drfrag wrote:I see now the startup screens are being ported to OpenGL, that could be a problem. But no big deal, may be switching earlier to the graphics mode like in ancient ZDoom would solve it and would be also cool.
16/10/2016 * Fix hexen sky cap offset
16/10/2016 * Fix hexen sky stretching
15/10/2016 * Move true color sky drawing to its own drawers and chamge r_stretchsky to false as the new drawers can fade to a solid color
InsanityBringer wrote:I had a hunch as to why, so I peered into the iwad and indeed found that the sky definitions are messed up. Despite the patches being 200 tall as they should be, the actual texture definitions are defined as only 128 tall, so it's not too surprising. I suppose then the only option to make them work right would be to introduce some sort of hack that specifically fixes the heretic textures.
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