I was developing my game recently and noticed some walls looked too dark, like buildings under glass windows and the lower half of one building I made which had liquid behind glass above it. Downloading the latest GZDoom from DRD Team (g3.4pre-197-g0affc119f) revealed the bug is still there, so I made a demonstration WAD. Run that with Doom II as the IWAD and you'll be presented with two crates and two SHAWN2-parts lowered from the ceiling.
• The second crate is the same but has additive rendering on the mid-texture, which makes it use the default black fog for some reason.
• The two ceiling ones to their right are there to show that the additive mid-texture doesn't glitch lowered ceilings, only raised floors.
• I've also noticed that if a sidedef if affected by this glitch, any materials like specular/normal don't appear.
EDIT: Whoops, forgot to put this in the OpenGL bugs forum, but maybe the bug exists in the software renderer too...?
• The first crate has a MIDBARS texture with normal rendering, which leaves the red tint correctly on the crate below it.[g3.4pre-197-g0affc119f]Additive mid-textures break fog
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [g3.4pre-197-g0affc119f]Additive mid-textures break fog
The reason why this happens is quite simple: To render additive stuff with fog, the fog color needs to be disabled, and that didn't get reset when the lower parts got done.
- Xane123
- Posts: 165
- Joined: Tue Nov 24, 2015 1:58 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Inwood, WV
- Contact:
Re: [g3.4pre-197-g0affc119f]Additive mid-textures break fog
Ah, that was a quick fix! Now those areas in my game look correct, but I've noticed a TEXTURES texture with a blended transparent image within it now lets me see through walls below the additive mid-texture, but this is a problem that happens with anything transparent, like 3D floors and reflective floors. I'll have to come up with a test WAD for this somehow (as it uses graphics from my game, which don't use Doom's palette) then start a new bug report on this glitchy texture-rendering which I've noticed in GZDoom for many versions.
EDIT: Seems the texture has something with additive rendering in it; Here's the glitched texture's TEXTURES definition:
Code: Select all
Texture "CITYWIND", 66, 132
{
XScale 1.025
YScale 0.515
Patch "P_SPNES1", -406, -4
{
Rotate 90
Blend "#3A4EA5"
}
Patch "P_SPNES1", -406, 62
{
Rotate 90
Blend "#3A4EA5"
}
Patch "QBLOCKT0", 1, 1
{
Blend "#9AD6F5"
}
Patch "QBLOCKT0", 1, 67
{
Blend "#9AD6F5"
}
Patch "P_CFOVER", 1, 1
{
Alpha 0.20
Style Add
}
Patch "P_CFOVER", 1, 67
{
Alpha 0.20
Style Add
}
}
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [g3.4pre-197-g0affc119f]Additive mid-textures break fog
Please post a runnable example in a separate report. This one will appear rather quickly, now that it is in Closed Bugs.
- Xane123
- Posts: 165
- Joined: Tue Nov 24, 2015 1:58 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Inwood, WV
- Contact:
Re: [g3.4pre-197-g0affc119f]Additive mid-textures break fog
Okay. I posted about this other bug here.Graf Zahl wrote:Please post a runnable example in a separate report. This one will appear rather quickly, now that it is in Closed Bugs.