It's probably a dumb question, but I'll ask it regardless.
While watching videos about Doom mods, I've been seeing textures with pixelated warping effect popping up here and there. Is it possible to implement the pixelated warping effect in OpenGL mode?
Pixelated warping effect
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Re: Pixelated warping effect
Probably in the same way you'd pixelate anything else in the shader. IIRC by multiplying the [0, 1] coordinate by the image's size, flooring it to get an integer corresponding to a pixel position, then dividing it back by the image size. I think something like that is used by the pixel versions of the partial invisibility shader.
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Re: Pixelated warping effect
This is what I'm talking about.
https://drive.google.com/file/d/1ShAnyM ... sp=sharing
https://drive.google.com/file/d/1sE_uEe ... sp=sharing
https://drive.google.com/file/d/1ShAnyM ... sp=sharing
https://drive.google.com/file/d/1sE_uEe ... sp=sharing
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Re: Pixelated warping effect
https://youtu.be/OGTL7gBJZL8?si=xld7RD9nj0YL9yt9
It's visible on 1:51
It's visible on 1:51
Re: Pixelated warping effect
Well in that particular case, you can download the file (the mediafire link still works!) and look at how it's done.EmperorGrieferus wrote: ↑Wed Aug 21, 2024 5:07 am https://youtu.be/OGTL7gBJZL8?si=xld7RD9nj0YL9yt9
It's visible on 1:51
Long story short, they're using ANIMDEFS and TEXTURES to create 64 frames of animations for this. And the whole trick is overlaying two flats together, with transparency for the one on top, and changing their offsets gradually to create that effect of the textures going into two different directions.
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Re: Pixelated warping effect
I mean, I know how does warping works. And I even downloaded it. But the problem is that the warping effect works normally there, and it's not pixelated, like it would be in software mode.Gez wrote: ↑Wed Aug 21, 2024 6:49 amWell in that particular case, you can download the file (the mediafire link still works!) and look at how it's done.EmperorGrieferus wrote: ↑Wed Aug 21, 2024 5:07 am https://youtu.be/OGTL7gBJZL8?si=xld7RD9nj0YL9yt9
It's visible on 1:51
Long story short, they're using ANIMDEFS and TEXTURES to create 64 frames of animations for this. And the whole trick is overlaying two flats together, with transparency for the one on top, and changing their offsets gradually to create that effect of the textures going into two different directions.
Re: Pixelated warping effect
Let's try to communicate more clearly.
Texture warping in GZDoom refers to a very specific effect, which is not what is used on these examples where they manually made 64 frames of animation.
The lack of pixelation is quite unlikely to be caused by animation, regardless of how it is animated. At this point, my best guess is that you have texture filtering on; it should be set to "none (trilinear)".
Texture warping in GZDoom refers to a very specific effect, which is not what is used on these examples where they manually made 64 frames of animation.
The lack of pixelation is quite unlikely to be caused by animation, regardless of how it is animated. At this point, my best guess is that you have texture filtering on; it should be set to "none (trilinear)".
Last edited by Gez on Thu Aug 22, 2024 5:03 pm, edited 1 time in total.
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Re: Pixelated warping effect
Nope, no texture filtering. And in the mod itself there's only WARP2 function, which leaves the question whether or not this moment with pixelated warping was recorded in software mode.Gez wrote: ↑Thu Aug 22, 2024 9:40 am Let's try to communicate more clearly.
Texture warping [wiki=GLDEFS#Hardware_shaders]in GZDoom[/wiki] refers to [wiki=ANIMDEFS#Warping_graphics]a very specific effect[/wiki], which is not what is used on these examples where they manually made 64 frames of animation.
The lack of pixelation is quite unlikely to be caused by animation, regardless of how it is animated. At this point, my best guess is that you have texture filtering on; it should be set to "none (trilinear)".