Scaled projectile decals

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Scaled projectile decals

Postby Scuba Steve » Mon Aug 05, 2019 8:54 am

OK, so question about the plasma gun's decal. ZDoom uses the plasma gun projectile as an alpha overlay for the decal it applies to walls. In the case of projects that apply a filter to upscale projectiles, the alpha decal gets distorted and stretched on the wall. All things considred, shouldn't the alpha map scale appropriately and match the original size of the projectile?

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Joined: 27 Mar 2004

Re: Scaled projectile decals

Postby Graf Zahl » Mon Aug 05, 2019 12:22 pm

Please post a runnable example for testing.
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Graf Zahl
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Re: Scaled projectile decals

Postby Scuba Steve » Sun Sep 01, 2019 8:18 am

Any news on this front, or is it something we'd be better off fixing using decaldefs?
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Re: Scaled projectile decals

Postby Graf Zahl » Sun Sep 01, 2019 11:00 am

It's a problem deep in the decal implementation which simply ignored the texture scaling. Apparently it still gets past the barriers I erected when rewriting the texture manager to not return unscaled texture sizes anywhere. Unfortunately you posted this right when I was on vacation and the link is dead, so unless you re-upload it so I can check this particular case the issue will remain unsolved.

What renderer is this? Software, hardware or both?
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Re: Scaled projectile decals

Postby Scuba Steve » Sun Sep 01, 2019 4:29 pm

https://drive.google.com/file/d/12FoYGQ ... yG1W0/view

Hardware renderer. The software renderer returns a slightly different error; the overlayed sprite is not cut off, it's just twice the size.
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Re: Scaled projectile decals

Postby Graf Zahl » Sun Sep 01, 2019 4:32 pm

Yes, that's the original error I remember. Apparently part if it has filtered down to the hardware renderer as well.
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