Problems with sky rendering

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Problems with sky rendering

Postby Graf Zahl » Sat May 05, 2018 3:38 am

It looks like r_skymode is not working anymore. No matter what its value is, the sky will always be drawn tiled and not fade out to the top.

In addition, the softpoly renderer's sky scaling is totally off for tall skies, it seems to compress everything into a virtual 128 pixel high image.

As a result of these issues, sky positioning is not possible right now for non-standard sky sizes because all renderers do it differently.
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Re: Problems with sky rendering

Postby dpJudas » Sat May 05, 2018 4:45 am

Hmm, r_skymode is working fine on my computer.

About softpoly, the intention here was always to make it match the GL renderer - the skydome it uses is from there. Unfortunately I tied the fade to the texture UV coordinates, which turned out to be a really bad idea. It requires a change in the drawers and the vertex format to be fixed.
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Re: Problems with sky rendering

Postby Graf Zahl » Sat May 05, 2018 5:14 am

dpJudas wrote:Hmm, r_skymode is working fine on my computer.


Really? For me it always looks the same when using a 256 pixel tall sky.

dpJudas wrote:About softpoly, the intention here was always to make it match the GL renderer - the skydome it uses is from there. Unfortunately I tied the fade to the texture UV coordinates, which turned out to be a really bad idea. It requires a change in the drawers and the vertex format to be fixed.


I wasn't talking about the fade. Using a 256 pixel tall sky it gets squashed to roughly half the intended height. If you need test material, I could give you a few old compilation mods I made long ago with different skies which also use sky offsetting.
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Re: Problems with sky rendering

Postby dpJudas » Sat May 05, 2018 5:23 am

Graf Zahl wrote:Really? For me it always looks the same when using a 256 pixel tall sky.

Ah, I thought you meant the cvar wasn't working at all. It probably never worked with a 256 pixel tall sky then.

dpJudas wrote:I wasn't talking about the fade. Using a 256 pixel tall sky it gets squashed to roughly half the intended height. If you need test material, I could give you a few old compilation mods I made long ago with different skies which also use sky offsetting.

Sure, that sounds like it could be useful. I should be able to make the softpoly one match what the GL renderer does with a little effort, but I'm less optimistic about dealing with the classic software renderer. Its sky offsetting code is very convoluted.
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Re: Problems with sky rendering

Postby Graf Zahl » Sat May 05, 2018 5:30 am

dpJudas wrote:, but I'm less optimistic about dealing with the classic software renderer. Its sky offsetting code is very convoluted.


Indeed. As long as the y-offsetting looks roughly correct for 128, 200, 240 and 256 pixel tall skies with r_skymode 2 it should be ok. Sadly the hardware renderer has so copy some of that messed up offsetting to make it match what originally was shown.
I'll have a look through my list of mods and pick some with good skies to check this evening.
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Re: Problems with sky rendering

Postby Lexus Alyus » Sat Jul 28, 2018 7:18 am

I noticed this being a problem with Heretic skies. I've recenly started to really enjoy the true colour software renderer, which has this nice single colour fade at the top of regular Doom skies, but tiles Heretic skies so they look a bit silly if you look up too high. I think this has been an issue for quite some time as I generally play on an older version of GZDoom (not sure on the exact version, but it must be about a year or 2 old), but I tested this out on the latest stable release and it's the same for Heretic skies. I'm assuming it's also the case for Hexen skies and any sky that is taller than 128 units. My own personal work around for this is to create tilng skies, but that's only relevant for my own projects. This issues isn't a problem with the GL renderer though.

I was going to post this as a new bug report, but I think this is the same issue that I'm experienceing. It might not be exactly the same, I dunno though...

:twisted:
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