Soft sprite clipping
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- Caligari87
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Re: Soft sprite clipping
Like Nash suggested, +SoftClip would work for things like particle effects. If the idea is to be expanded to allow software-style "sprite in floor" rendering, then +NoClip could be default. +Hardclip could render sprites like hardware does now, cut off if they go into geometry.
Re: Soft sprite clipping
+NoClip is already a flag used for actor physics.
Re: Soft sprite clipping
+DoomClip, +CarmackClip or +SillyClip maybe
Re: Soft sprite clipping
Demmit! you can't just say c-l-i-p three times without there being consequences.
Re: Soft sprite clipping
Looks like we clipped right into a relic, there.
Re: Soft sprite clipping
So there's two things being suggested here, both using similar depth testing techniques...
1) OP soft clipping for special effects (smoke fire etc): per-actor flag (would be a modding feature)
2) Sprite-in-floor rendering (affects everything I guess?): user renderer option
Now, I wonder what would happen if the user activates sprite-in-floor and plays a mod with soft-clipped special effect sprites...
1) OP soft clipping for special effects (smoke fire etc): per-actor flag (would be a modding feature)
2) Sprite-in-floor rendering (affects everything I guess?): user renderer option
Now, I wonder what would happen if the user activates sprite-in-floor and plays a mod with soft-clipped special effect sprites...
Re: Soft sprite clipping
Soft clipping should always override sprite in floor. Likewise a +Hardclip would override any user option, including the current ones that try move sprites out of floors.
Re: Soft sprite clipping
Now that I've been able to read the thread properly and look at this feature more widely, it certainly would allow particle-like effects to look much better. If it also provided an alternative way to push spites into the floor, that would also be cool.
I have to say though, now that I'm so used to sprites standing on the floor, the slight parallaxy effect you get when you move around sprites that extend into the floor looks obvious and weird to me now.
I have to say though, now that I'm so used to sprites standing on the floor, the slight parallaxy effect you get when you move around sprites that extend into the floor looks obvious and weird to me now.
Re: Soft sprite clipping
If this can really be implemented that's vairynaiiice. I was always hesitant to use any sort of sprite-based mist due to the nasty clipping that would occur if the actors drifted too close to a wall, and just thinking of all the cases where that problem could be fixed is very exciting.
Re: Soft sprite clipping
Sorry for the necro bump, but just wondering if anything ever become of this? As Rachel said, the implications for it are pretty huge.
Re: Soft sprite clipping
I experimented a bit with the sprite-in-floor rendering in one of my experimental renderers and ended up concluding this idea doesn't work. I ended up getting a few rare situations where sprites appeared in front of walls/sectors that they were supposed to be clipped by.
As for soft sprite clipping (what Nash originally wanted), nobody has committed any work to that as far as I know.
As for soft sprite clipping (what Nash originally wanted), nobody has committed any work to that as far as I know.
Re: Soft sprite clipping
This seems like a lot of work with not a whole lot of interest in it from the developer's side.
It may eventually happen, but it's currently not planned, and for now and to stop the necro-bump-pestering, I am closing this.
It may eventually happen, but it's currently not planned, and for now and to stop the necro-bump-pestering, I am closing this.
- Tormentor667
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Re: Soft sprite clipping
Seconded for this reason: viewtopic.php?f=122&t=66904
- Graf Zahl
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Re: Soft sprite clipping
Was this bump really necessary?
- Tormentor667
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Re: Soft sprite clipping
Ugh... excuses, I just saw the date of this thread. Had a different feeling about the "activity" when reading Nash's answer in my thread. So I guess this is still No'ed?