[4.3.1] Additive Shaded renderstyle for UDMF things bugged

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[4.3.1] Additive Shaded renderstyle for UDMF things bugged

Postby Jimmy » Sun Apr 19, 2020 10:37 am

Somewhere between 4.2.4 and 4.3.1 the way the Additive Shaded renderstyle was rendered was changed, and it doesn't look good.

See the following example:

- Load this test map (Heretic IWAD to get the textures to load).
- In 4.2.4, the cloud appears properly colored, and with the correct translucency alpha applied.
- In 4.3.1, the cloud's color is washed out and bright, and the translucency is incorrect.
- Notice that a colored sector fade makes the effect appear worse - almost palette-garbled.


Screenshots of the test map and of the clouds in their proper context:


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Re: [4.3.1] Additive Shaded renderstyle for UDMF things bugg

Postby drfrag » Mon Apr 20, 2020 6:04 am

I've done some investigation and the first version affected is g4.3pre-358-g236b47693 (the second i've tried).
It's the same commit which introduced this bug: viewtopic.php?f=56&t=68042
Code: Select allExpand view
- change ProjectedWallTexcoords to use gradients for its texture coordinate calculations
- change SpriteDrawerArgs to draw a full sprite instead of one column at a time
- add r_noaccel cvar to allow forced software rendering of the psprites (useful for debugging and also one person on the forum actually requested this feature)
- remove FWallTmapVals and calculate texture coordinates directly from FWallCoords
- move portal clipping out of the inner sprite drawing loop

https://github.com/coelckers/gzdoom/com ... 96b7817952
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