Example: http://i.imgur.com/3vbWVzK.png
The picture is stretched vertically quite a lot (at least 2x) here. Could have something to do with the fact that my cameratexture isn't square nor horizontal, it's vertical 256x512 stretched to 64x128.
Minimal WAD to reproduce: http://www.mediafire.com/download/8y0j9 ... talgun.pk3
Use attack/altattack to get a portal working, then watch the pictures.
[x64-2.9pre-1117-g5c182c7] Camtexture has bad proportions
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion
To be honest, saying that the code to determine the aspect ratio for a camera texture is utterly borked, would be a major understatement. This just calles the regular aspect ratio functions for the on-screen display and is not aware whatsoever of arbitrary ratios.
Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion
Shouldn't it just do Y/X/1.2 anyway? (Assuming GZDoom does that already) - because it makes no sense to have a Camtexture that changes its proportions based on arbitrary settings like 320x200 and 320x240 when both are quite clearly rendered differently in the game world. A single mathematical algorithm would correct that, because 320x240 would not look anywhere close to a screen size in-game...
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion
... which is what I meant with 'utterly borked'. The code makes no sense at all - of course the aspect ratio should match what the texture would look like in game - but an optional override could be added if someone actually wants a distorted texture.
Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion
The original problem has been solved with the aspect ratio refactor - but the example wad now shows a different problem - camera textures are being rendered upside down.
Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion
I believe that's the problem with the example wad. It was assuming that cameratextures in decals behave differently in SW and OpenGL (one of them was indeed upside down, forgot which exactly already though).
Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion
Marking as fixed then.