Polyobject Flat Rendering
Moderator: GZDoom Developers
-
- Posts: 28
- Joined: Tue Mar 13, 2018 8:04 pm
Polyobject Flat Rendering
I noticed Sonic Robo Blast 2 actually supports flat rendering for Polyobjects: https://wiki.srb2.org/wiki/PolyObject
While SRB2 isn't based on zdoom, it would be amazing if this could somehow be ported into GZDoom.
While SRB2 isn't based on zdoom, it would be amazing if this could somehow be ported into GZDoom.
-
- Spotlight Team
- Posts: 1090
- Joined: Mon Nov 25, 2019 8:54 am
- Graphics Processor: Intel (Modern GZDoom)
Re: Polyobject Flat Rendering
What would the immediate benefit be for GZ?
SRB2 is based on Doom Legacy and has branched off aeons ago, effectively becoming its own custom engine (With ditto forks, mind you!)
SRB2 is based on Doom Legacy and has branched off aeons ago, effectively becoming its own custom engine (With ditto forks, mind you!)
-
- Posts: 2119
- Joined: Thu May 02, 2013 1:27 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Brazil
Re: Polyobject Flat Rendering
Polyobject tops and bottoms are something people have wanted for quite a while. 3D polyobjects currently have no top or bottom, which looks quite bad when you can get higher or lower than them.
-
- Posts: 28
- Joined: Tue Mar 13, 2018 8:04 pm
Re: Polyobject Flat Rendering
The immediate benefit is we'd have polyobjects with visible tops and bottoms, instead of hollow, see-through ones.Redneckerz wrote:What would the immediate benefit be for GZ?
Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need to rely on other hacky methods to mask the lack of them.
-
- Posts: 678
- Joined: Mon Jan 16, 2006 8:53 pm
- Location: Rio de Janeiro - Brazil
Re: Polyobject Flat Rendering
Well, its already can be "done" with Model + Any invisible actor with colision + ActorMover. This is what i do and works Nice!Razumen wrote:Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need to rely on other hacky methods to mask the lack of them.
But certainly would be a big deal have this feature.
-
- Posts: 28
- Joined: Tue Mar 13, 2018 8:04 pm
Re: Polyobject Flat Rendering
That's what I meant by hacky methods. Models aren't ideal as they break the original aesthetic and have to be custom made to fit every use.Logan MTM wrote:Well, its already can be "done" with Model + Any invisible actor with colision + ActorMover. This is what i do and works Nice!Razumen wrote:Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need to rely on other hacky methods to mask the lack of them.
But certainly would be a big deal have this feature.
-
- Posts: 13793
- Joined: Tue Jan 13, 2004 1:31 pm
- Preferred Pronouns: She/Her
Re: Polyobject Flat Rendering
May I please just remind everyone that the feature suggestions forum isn't for suggesting workarounds for a more desired straight-forward feature?
-
-
- Posts: 17934
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Polyobject Flat Rendering
If this were to be implemented at some point, I'd want to suggest looking at the k8vavoom specs to make a compatible implementation.
-
- Posts: 28
- Joined: Tue Mar 13, 2018 8:04 pm
Re: Polyobject Flat Rendering
Yeah, having it carry objects objects when moving horizontally would have to be addressed as well, looks like the k8vavoom specs do allow for that, as well as rotational movement.
-
- Posts: 753
- Joined: Tue Jul 15, 2003 3:37 pm
Re: Polyobject Flat Rendering
When the feature was first implemented in k8vavoom I made a simple example map. If it's not clear what's the benefit of 3D polyobjects is then I don't know.
-
- Posts: 28
- Joined: Tue Mar 13, 2018 8:04 pm
Re: Polyobject Flat Rendering
Ugh, I could really use that in my current map...
-
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
Re: Polyobject Flat Rendering
This definitely would be handy to have, especially for rotating platforms (or anything with non-square shapes), since actors with models wouldn't have accurate collision in those cases.
-
- Posts: 272
- Joined: Sat Dec 12, 2020 10:59 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Void Linux
- Graphics Processor: Intel (Modern GZDoom)
- Location: Independence, KS, USA
Re: Polyobject Flat Rendering
I supposed if I wanted to make a actual drawbridge I would need something like this. A lot of doors, platforms and what not I'm used to making in Unreal 1 don't translate very well to Doom without the ability of PolyObjects to have flats on them.
-
- Posts: 678
- Joined: Mon Jan 16, 2006 8:53 pm
- Location: Rio de Janeiro - Brazil
Re: Polyobject Flat Rendering
Smell of 3DPolys in the Air.
-
- Posts: 13793
- Joined: Tue Jan 13, 2004 1:31 pm
- Preferred Pronouns: She/Her
Re: Polyobject Flat Rendering
A bunch of "I want this too"s isn't going to make this happen any faster. Yes, it is a popular feature, but it's not as simple as it would seem, especially since GZDoom's renderer is still bound by Doom's old BSP system. Not saying it's impossible, just I doubt it's going to happen in the very near future.