http://bimshwel.com/awnaw/zanwrap1.jpg
This wall made by using the setcameratotexture script I could get to match its ends exactly, or very close to it, in Zandronum, with a "fov" setting of 90 (since that is the number the zdoom wiki example used and I could not get a match other ways) with the camera object a distance of exactly 128 units from the source graphics inside the level.
httP://bimshwel.com/awnaw/gzwrap1.jpg
In gzdoom, the same map has the texture flow seamlessly horizontally, but vertically it gets cut off inexplicably. The source sectors are exactly 1024 units high.
I tried to alter the camera's placement, but if I got it to work vertically it would then be mismatched horizontally, as if gzdoom is not creating the texture as a square.
The camera texture itself is 512x512 "fit" to 256x256
http://bimshwel.com/awnaw/zanwrap2.jpg
httP://bimshwel.com/awnaw/gzwrap2.jpg
This other uglier example shows the same thing more plainly, although the player is facing west and the graphic is on the ground so the tiling gets cut off horizontally.
boring background details:
I returned to an ancient work of mine a short time ago after it was stuck only working in old zdooms for [number] years. I had gotten it into zandronum because I only knew one person who played doom, and who used it. Just last week I realized zando was out of date where zdoom features were concerned. Consequently I am not certain this counts as a "bug."
seamless tiling camera texture: is it possible?
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
-
bimshwel
- Posts: 759
- Joined: Tue Jul 15, 2003 5:15 pm
- Preferred Pronouns: It/Its
- Operating System Version (Optional): windows 10 now
- Graphics Processor: nVidia (Modern GZDoom)
- Location: misplaced