Large ceiling/floor texture oddity

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Gothic
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Large ceiling/floor texture oddity

Post by Gothic »

Tested on the latest dev build (g3.2pre-438-g54abe5f). When reaching map11 of Eternal Doom IV a ceiling texture looks like this:
Image

Playing on previous versions (g2.3.2) however, it appears to be ok:
Image
Last edited by Gothic on Fri Aug 18, 2017 10:27 am, edited 2 times in total.
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Jimmy
 
 
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Re: Eternal Doom IV texture oddity

Post by Jimmy »

Looks to be a non-square texture (256x128) being used there. Check out this example which simple puts ZZZFACE1 on the floor, though it too doesn't display properly.
zzzfacefloor.wad
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Gothic
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Re: Large ceiling/floor texture oddity

Post by Gothic »

Yeah, it happens with other mapsets as well.
Image
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Re: Eternal Doom IV texture oddity

Post by dpJudas »

Jimmy wrote:Looks to be a non-square texture (256x128) being used there. Check out this example which simple puts ZZZFACE1 on the floor, though it too doesn't display properly.
What's wrong there? it renders exactly like the GL renderer:

OpenGL:


Software (softpoly):


Software is with softpoly, but the carmack renderer draws it in the same way as far as I can tell.
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Re: Large ceiling/floor texture oddity

Post by Rachael »

A perfect example of "we need the map"
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Graf Zahl
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Re: Eternal Doom IV texture oddity

Post by Graf Zahl »

dpJudas wrote:but the carmack renderer draws it in the same way as far as I can tell.
Did you have a look? I can confirm that the skybox in ZDCMP2 is broken in the classic renderer and correct in softpoly.
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Re: Large ceiling/floor texture oddity

Post by dpJudas »

I looked at the wad linked by Jimmy.

I did not launch ZDCMP2 as I didn't recognize it from the screenshot. Generally for ZDCMP2 I only launch that mod if I have absolutely no other choice as it rapes my ini file every time I do so.
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Re: Large ceiling/floor texture oddity

Post by Jimmy »

This isn't a problem with the softpoly renderer - it is however prevalent in the original software renderer.

Softpoly:
Image

Original:
Image

Also .ini file sodomy sounds like the type of thing that really shouldn't be happening with just ZDCMP2. What does it do exactly?
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Re: Large ceiling/floor texture oddity

Post by dpJudas »

@Jimmy: are you testing on git master/lastest dev build? It renders it correctly here. I added support for NPOT flats some weeks ago.

Edit: ok figured out why. It breaks in palette mode, but not in true color.

Edit 2: about the ini, it sets some keyboard binds that means every time I type IDKFA I get an error in the console after running ZDCMP2.
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Re: Large ceiling/floor texture oddity

Post by dpJudas »

Okay, fixed this one.
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Re: Large ceiling/floor texture oddity

Post by Graf Zahl »

dpJudas wrote:Generally for ZDCMP2 I only launch that mod if I have absolutely no other choice as it rapes my ini file every time I do so.
Too bad, isn't it? Unfortunately that mod uses a pretty dangerous loophole in MENUDEF that injects its keybinds into the global namespace. So far I haven't found a good way to divert them to a separate section.
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