[Fixed] Fullscreen HUD disappears if cameratexture is in view

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Fullscreen HUD disappears if cameratexture is in view

Postby Blue Shadow » Wed Aug 22, 2018 10:02 am

Tested with: 3.5.0 64-bit
Test material: ZPack, E1M6, position: (3329.582, 3433.728, -0.000), angle: 90.000

Spoiler: GZDoom log


The fullscreen HUD (normal status bar is fine) disappears if a cameratexture is in the field of view of the player.

Affects all renderer modes except OpenGL.
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Re: Fullscreen HUD disappears if cameratexture is in view

Postby Rachael » Tue Oct 09, 2018 4:02 am

Edited the topic title for clarity. I was confused, at first.
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Re: Fullscreen HUD disappears if cameratexture is in view

Postby Enjay » Tue Oct 09, 2018 12:34 pm

I can't say I'm seeing this with 3.5.1 (and a git build from yesterday). I've tried a few different HUD and scaling options. The HUD remained visible at all times.
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Re: Fullscreen HUD disappears if cameratexture is in view

Postby Rachael » Tue Oct 09, 2018 1:34 pm

You have to have screenblocks==11 && ( 0 <= vid_rendermode <=3 ), it will render just fine if you use the status bar or OpenGL mode.
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Re: Fullscreen HUD disappears if cameratexture is in view

Postby Enjay » Tue Oct 09, 2018 1:48 pm

Ah, that was it. My vid_rendermode was not in that range. I can see it now (or, rather, I can't see the HUD now as long as any part of the camera texture is in my FOV).
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Re: Fullscreen HUD disappears if cameratexture is in view

Postby Graf Zahl » Sun Mar 17, 2019 12:35 pm

Fixed. Another instance where global state was set in a wrong place - par for course for nearly all code originating from the software renderer.
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