Large ceiling/floor texture oddity
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Large ceiling/floor texture oddity
Tested on the latest dev build (g3.2pre-438-g54abe5f). When reaching map11 of Eternal Doom IV a ceiling texture looks like this:
Playing on previous versions (g2.3.2) however, it appears to be ok:
Playing on previous versions (g2.3.2) however, it appears to be ok:
Last edited by Gothic on Fri Aug 18, 2017 10:27 am, edited 2 times in total.
Re: Eternal Doom IV texture oddity
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.
Re: Large ceiling/floor texture oddity
Yeah, it happens with other mapsets as well.
Re: Eternal Doom IV texture oddity
What's wrong there? it renders exactly like the GL renderer: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.
OpenGL:
Software (softpoly):
Software is with softpoly, but the carmack renderer draws it in the same way as far as I can tell.
Re: Large ceiling/floor texture oddity
A perfect example of "we need the map"
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Eternal Doom IV texture oddity
Did you have a look? I can confirm that the skybox in ZDCMP2 is broken in the classic renderer and correct in softpoly.dpJudas wrote:but the carmack renderer draws it in the same way as far as I can tell.
Re: Large ceiling/floor texture oddity
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.
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.
Re: Large ceiling/floor texture oddity
This isn't a problem with the softpoly renderer - it is however prevalent in the original software renderer.
Softpoly:
Original:
Also .ini file sodomy sounds like the type of thing that really shouldn't be happening with just ZDCMP2. What does it do exactly?
Softpoly:
Original:
Also .ini file sodomy sounds like the type of thing that really shouldn't be happening with just ZDCMP2. What does it do exactly?
Re: Large ceiling/floor texture oddity
@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.
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.
Re: Large ceiling/floor texture oddity
Okay, fixed this one.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Large ceiling/floor texture oddity
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.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.