[x64-2.9pre-1117-g5c182c7] Camtexture has bad proportions

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
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.
Post Reply
User avatar
ZZYZX
 
 
Posts: 1384
Joined: Sun Oct 14, 2012 1:43 am
Location: Ukraine
Contact:

[x64-2.9pre-1117-g5c182c7] Camtexture has bad proportions

Post by ZZYZX »

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.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
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

Post by Graf Zahl »

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.
User avatar
Rachael
Posts: 13558
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion

Post by Rachael »

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...
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
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

Post by Graf Zahl »

... 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.
User avatar
Rachael
Posts: 13558
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion

Post by Rachael »

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.
User avatar
ZZYZX
 
 
Posts: 1384
Joined: Sun Oct 14, 2012 1:43 am
Location: Ukraine
Contact:

Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion

Post by ZZYZX »

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).
User avatar
Rachael
Posts: 13558
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: [x64-2.9pre-1117-g5c182c7] Camtexture has bad proportion

Post by Rachael »

Marking as fixed then.
Post Reply

Return to “Closed Bugs [GZDoom]”