zDoom Visual Problem

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Korax
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zDoom Visual Problem

Post by Korax »

I'm not sure if there is something already to fix this. I've checked the menus and everything for this, but couldn't find a fix for this.
I've checked out some of the other Doom mods out there like doomsday engine, but as for first impressions I have a feeling that zDoom is the defacto engine I could use to base my game development on.

Theres just one problem with it which is a deal breaker for me.
I know the effect is an original idTech1 effect.

The way zDoom renders the world when you move your camera up and down, its emulating the way the original idTech1 engine handled looking up and down.
I'm not exactly sure how it gets done, or if theres a term for it, but it physically makes me sick. (really)
I dunno, that weird whobbly thing it does to the world geometry without actually doing a 3D vertical rotation.
Its very obvious when looking at the floor and turning a bit. (makes my stomach go "belly-up") :oops:
The skies also does something weird when rotating horizontally.

Is there a setting of some kind to get it to actually do a real rotation rather than that scrolling/whobby effect?

The doomday engine does this by actually having a real 3D rotation, which is great, but I don't like that engine much.
Is there any way to get a real rotation when looking up/down?
Gez
 
 
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Re: zDoom Visual Problem

Post by Gez »

This is often called Y-shearing. The effect is simple: the image is still rendered as if you were looking horizontally, just in a lower area.

The Doom renderer can only render in this way. Changing this requires replacing the renderer entirely, as the horizontalness of the view angle is a fundamental part of the raycasting algorithm. If you remove that, nothing works anymore.

There is a partly-implemented Polymost renderer in ZDoom, but it's (poly)most probably never going anywhere, so forget about it.

The alternative is to use [wiki]GZDoom[/wiki] in hardware mode to get an OpenGL renderer.

(Also, the capitalization is ZDoom, not zDoom. The lower case initial with upper case on the second letter is a patented marketing scheme of Apple Inc. Please do not use it as we could not afford to pay the legal fees if they sued us.)
Korax
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Re: ZDoom Visual Problem

Post by Korax »

Ah yes.
I'll take care in the future of writing the name correctly.

Y-Shearing is the word I was looking for.
Forgive my questions bordering on stupidity, I'm pretty new to ZDoom.
I've spent the past decade or so working in the Quake community on my own engine ports called UQE for Quake and Hexen II.
I'm not completely new to Doom itself as I've done a huge lot of level design work using DCK way back in the DOS days.

At the moment I'm trying to get to grips with Doom again as I'm planning to make a completely new game and I think using ZDoom is probably my best bet if I'm not going to use the idTech2 engine.
At least this clears up the Y-Shear issue. I'll have to learn to live with this, maybe not look up & down so much or not use mouse-look. :)

I did take a look at GZDoom and it does render easier on the eye regarding shearing as it does everything in real 3D.
Its just a pity about the Z-buffer issue where sprites meet the floor/ceilings. (esp. the floors)

I don't know much about Doom-based rendering limitations, but it may have made some sense to render flats without depth and have them rendered back to front (towards the camera vertical position) then do the rest of the rendering.
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Re: zDoom Visual Problem

Post by wildweasel »

As this is neither a feature suggestion nor a proper bug report, I've taken the liberty of bringing it to the General forum instead.
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