Animating textures with hardware shaders

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Hellser
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Re: Animating textures with hardware shaders

Post by Hellser »

ibm5155 wrote:
wildweasel wrote:ibm5155, do you have some basis for that post, or are you guessing?
about Glnext/dx12 yes.
Guessing? You shouldn't be half-assed guessing. The map has a ton of Megaspheres, and it's a simple test; run over a ton of Megaspheres, and the game crashes. I've tested this my self on my system and it hasn't crashed. So the person who reported that his game is crashing should give us more info. And we don't need you saying "It must be ACS" and leading the devs who might be interested astray for 30 minutes before realizing: there's NO ACS to begin with!
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GooberMan
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Re: Animating textures with hardware shaders

Post by GooberMan »

ibm5155 wrote:^ It looks like some infinte loop, I beat there are 72 MegaSphere! messages on that window.
I bet you're horribly wrong on both counts. 72 bytes is a size. That it is trying to allocate. Whatever effect is being allocated from the megasphere collection is causing memory to run out.

In which case, what user mods are autoloaded?
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Re: Animating textures with hardware shaders

Post by boris »

kodi wrote:Edit: just made a spinning cacodemon. Some distortion, but holy damn it's hilarious
The Caco was pretty much the first think I thought about when I made the example. But its sprites are not square, so I went for the Megasphere. For better rotations all frames should be square, and have a blank pixel or two all around, so there are (hopefully) no artifacts at the edges. I seem to recall that each column has to have one post, so a line could be added to the first row of the sprite, that then gets removed by the shader.
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Graf Zahl
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Re: Animating textures with hardware shaders

Post by Graf Zahl »

Hellser wrote:and leading the devs who might be interested astray for 30 minutes before realizing: there's NO ACS to begin with!

Don't worry. I can distinguish between genuine advice and wild guesses from another universe. :mrgreen:
boris wrote: I seem to recall that each column has to have one post, so a line could be added to the first row of the sprite, that then gets removed by the shader.
That may have been the case in vanilla but ZDoom and by extension GZDoom can handle patches with empty columns. You do not even have to go that far. Just use TEXTURES to define a new sprite where there is some empty space around the image.
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Re: Animating textures with hardware shaders

Post by Gez »

ibm5155 wrote:
wildweasel wrote:ibm5155, do you have some basis for that post, or are you guessing?
about Glnext/dx12 yes.
Vulkan is also able to better distribute work among high amounts of CPU cores, as concluded by a simulation that used an "infinitely fast" GPU on a 16-core CPU.[9] Vulkan is derived from and built upon components of AMD's Mantle.[10][11][12][13][14][15]
The main problem of gzdoom is related to make a better use of all CPU cores, that's why there's a big hype about the new glnext(Vulkan) and DX12.

About the MegaSphere crash it's just a guess,with acs, a function cannot use too much time, if a function requires too much time without a delay, it'll consume the time for rendering, so your fps will be lowered acording to the size of the loop. Zdoom avoid an infinite loop breaking the function.
I just suspect that something like that happened when he got the MegaSphere, maybe on that specific map there was more than 73 MegaSphere on the same space (it wouldn't help neither for multiplayer,since a single player would pass over there, get an earrape and receive all the MegaSphere for he)...

It's just a guess, but it looks like something similar...
https://en.wikipedia.org/wiki/Dunning%E ... ger_effect
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ibm5155
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Re: Animating textures with hardware shaders

Post by ibm5155 »

I'm badass, just deal with it. There's nothing wrong about vulkan comment, the other wads related comment is that it may entered into an infinite loop...

I'll stop by here but please don't trink I'm the only one that has complex of superiority, and a I counted more than two on the mid of devs and normal users today
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Re: Animating textures with hardware shaders

Post by wildweasel »

Enough already! Everyone just needs to take a time out.

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