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!
Posts: 374
Joined: Mon Jun 27, 2016 7:26 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support

Incorrect offsets/UVs with TEXTURES lump scaling

Post by Talon1024 »

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

User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49096
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Incorrect offsets/UVs with TEXTURES lump scaling

Post by Graf Zahl »

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.

Return to “Classic ("Carmack") Software Renderer Bugs”