Sun Aug 12, 2018 2:32 am
I actually meant a screenshot from outside the pit. If you are in, the render hack won't be visible.
Sun Aug 12, 2018 2:33 am
Here's some screens I took using Zandronum 3.0 with OpenGL as the renderer. Everything is where it should be.https://i.imgur.com/nPDsDrl.jpghttps://i.imgur.com/6Jw7A6g.jpg
I have Brutal Doom installed in these shots, but GZDoom behaves the same way it does without any mods installed if I run the same mods. No sprites, etc...
Here's GZDoom in Software mode.https://i.imgur.com/ClSYwus.jpghttps://i.imgur.com/6Jw7A6g.jpghttps://i.imgur.com/pW9hQZB.jpg
Sun Aug 12, 2018 2:49 am
Ok, so it's not the buffer setup itself that breaks sprites here. Shit, how am I supposed to find out what's up without any affected hardware?
Sun Aug 12, 2018 3:59 am
Could this be related to how transparency in sprites is handled? I wonder what would happen with a fully opaque sprite.
Sun Aug 12, 2018 4:04 am
Other question: What does happen to a translucent wall?
Sun Aug 12, 2018 5:02 am
A quick way to test translucent walls is to use either of the test maps here
. Besides the various pinkies (and optionally cacos), there are a few examples of normal and additive translucent midtextures.
Sun Aug 12, 2018 5:48 am
Checked out those test maps and took some screens.
Tranlucent walls disappear too. Looks like anything with any level of translucency is invisible for some reason.
Mon Aug 13, 2018 6:08 am
Appreciate your work. I was thinking about PMing you if you needed a tester for this. Suppose this calls for it, though I've already rolled back: I'll get back to this sometime this week and let you know the results with the above tests. Anything else you want looked at?
Given you say you have no affected hardware, something I can do is send an RX 460 your way if it helps any. An RX 550 would be cheap as a new item, too.
Last edited by Medicris on Mon Aug 13, 2018 6:46 am, edited 2 times in total.
Mon Aug 13, 2018 6:22 am
It's not that I cannot afford such a card. What I cannot afford is to put it into my computer and risk some system instability. I need that machine for professional work so the only hardware getting replaced is the one getting replaced permanently.
Mon Aug 13, 2018 6:40 am
Can you try this wad in MAP01? Do you see anything? (zombiemen).
Mon Aug 13, 2018 6:43 am
That's fair, it was an offer regardless to slap in some office prebuilt and test away. You said it yourself, it's a pain without the hardware. Because it's just for testing purposes, only the bare minimum is needed, it's free, and I'm not using it.
I'll test this when I re-update Radeon Software tomorrow or the next day.
Mon Aug 13, 2018 10:37 am
Using -glversion 2 seems to be a good workaround but OpenGL 2.x in GZDoom is... doomed.
Mon Aug 13, 2018 12:05 pm
Sophie Mammlefoot wrote:Using -glversion 2 seems to be a good workaround but OpenGL 2.x in GZDoom is... doomed.
Can confirm this works. Sprites display by adding -glversion 2 as a launch option.
No VR mode unfortunately, it doesn't even appear in the menu anymore.
Fortunately, VR does work with Vive Doom if I use -glversion 2 as a launch option.
This is an acceptable workaround for the time being at any rate. At the least I can finally finish Final Doom in VR without having to roll back my drivers.
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