Wall decals in GZDoom

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Ihavequestions
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Wall decals in GZDoom

Post by Ihavequestions »

A picture can say more than a thousand words... and now they come in pairs. This is using an Intel UHD Graphics 600 iGPU with a current driver on Windows 10 64-bit.
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Ihavequestions
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Re: Wall decals in GZDoom

Post by Ihavequestions »

This also affects bullet and blood decals. Weird stuff.
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drfrag
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Re: Wall decals in GZDoom

Post by drfrag »

Reverting the change to poly_renderstate.cpp in https://github.com/coelckers/gzdoom/com ... 1e45e0d0fd seems to fix the problem.
I'm not sure but i've done a PR: https://github.com/coelckers/gzdoom/pull/1527
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Graf Zahl
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Re: Wall decals in GZDoom

Post by Graf Zahl »

That "fix" would break other things.
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drfrag
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Re: Wall decals in GZDoom

Post by drfrag »

I said i was not sure. Can you elaborate?
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Graf Zahl
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Re: Wall decals in GZDoom

Post by Graf Zahl »

Yes, sure. The constants were changed for a reason because they affect the shaders. The real fix needs to fix Softpoly's data to do the same.
stevet1
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Re: Wall decals in GZDoom

Post by stevet1 »

Just to bump this, I was using gzdoom 4.5.0 and this issue didn't present until I moved on to 4.7.1 to solve an issue with line portals and line mirrors and sloping 3d sectors,
Only happens when the Render Mode is "Hardware Accelerated", in the other 2 modes the wall sprites display fine however I then get issues with the 3d sloping sectors.
I appreciate that advice would be to use OpenGL or OpenGL ES for the Rendering API but I've 2 machines that we use as a family that won't run that unfortunately.
Any help appreciated.
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Ihavequestions
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Re: Wall decals in GZDoom

Post by Ihavequestions »

It wasn't mentioned in the update details, but this has been fixed in 4.8.x.
Softpoly rendering looks good now. Many thanks.
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