If I define textures to be scaled down in the TEXTURES lump, and offset them in a map, the offsets are applied incorrectly in the softplanar and OpenGL renderers. The softpoly renderer seems to work just fine for some reason.
Here's a runnable sample with high-res textures from cc0textures.com.
Incorrect offsets/UVs with TEXTURES lump scaling
Moderator: GZDoom Developers
Forum rules
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
-
-
- Posts: 375
- Joined: Mon Jun 27, 2016 7:26 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
-
- Lead GZDoom+Raze Developer
- Posts: 49143
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Incorrect offsets/UVs with TEXTURES lump scaling
This isn't a bug but an incompletely defined texture.
You have to add a 'worldpanning' instruction to each definition. The reason for this lies deep in the past. When texture scaling was originally implemented it was done with per texel panning, not world-unit panning. Needless to say that isn't the most useful thing, but when a decision had to be made what to use as default, the bad option was chosen.
In clear English: It's the softpoly renderer which is wrong here.
You have to add a 'worldpanning' instruction to each definition. The reason for this lies deep in the past. When texture scaling was originally implemented it was done with per texel panning, not world-unit panning. Needless to say that isn't the most useful thing, but when a decision had to be made what to use as default, the bad option was chosen.
In clear English: It's the softpoly renderer which is wrong here.