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Texture problem
Posted: Thu Apr 08, 2010 3:03 pm
by LilWhiteMouse
I'm not sure where I'm going wrong. I'm using SetLineTexture(), Line_SetTextureOffset(), as well as textures defined in the TEXTURES lump, but I can't see anything wrong with my formatting. When all the above come into play, the texture on the front side of the lines appear just fine, but not the back side. I've stripped everything down to provide an example wad. I need a fresh pair of eyes to see where my mistake is.
Re: Texture problem
Posted: Thu Apr 08, 2010 3:13 pm
by Zippy
The textures don't appear on the back because they don't exist in the wad. In this example at least...
You're applying ROBARMxL to the back, but there are no corresponding graphics in the wad file. It only has ROBARMxR.
Re: Texture problem
Posted: Thu Apr 08, 2010 3:17 pm
by LilWhiteMouse
They're defined in the TEXTURES lump, using flipped ROBARMxR patches.
Re: Texture problem
Posted: Thu Apr 08, 2010 3:20 pm
by Zippy
Then the X offset is probably off from the flipping.
Re: Texture problem
Posted: Thu Apr 08, 2010 3:28 pm
by Gez
First issue I found was that the patches are between TX_ markers, not P_ markers. However, fixing that doesn't solve the problem.
Second issue I found was that the patch dimensions were incorrectly given: the ROBARM* graphics are 128x64; but your TEXTURES lump says 256x64. Fixing this solves the problem in ZDoom. In GZDoom, however, something weird happens. I'm going to report that as a possible GZDoom bug.
Zippy wrote:Then the X offset is probably off from the flipping.
Nah.
Re: Texture problem
Posted: Thu Apr 08, 2010 3:31 pm
by LilWhiteMouse
Gez wrote:the ROBARM* graphics are 128x64; but your TEXTURES lump says 256x64
Thanks, it's always the obvious things I miss.
Re: Texture problem
Posted: Fri Apr 09, 2010 9:13 am
by Gez
Here's the GZDoom bug thread in case you're interested.
http://forum.drdteam.org/viewtopic.php?t=4988
Edit: Bug fixed now.