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'Raw' Flag for Sprite Rendering

Posted: Mon Jul 09, 2018 7:27 pm
by Pixel Eater
By being able to bypass a combination of graphical options with an actor flag it would help to eliminate the edge artifacts of chroma key sprites. This way players won't be limited to less advanced features when loading Fill Spectre et al. and can combine them with colour randomized monster wads.

I'm not certain which are possible to disable on a per-actor basis but an ideal list would be:
Sprite rescaling
Texture filtering
Anisotropic filtering
Dynamic lighting
Sprite smoothing
Sector colour (that's if it even affects sprites)
Multisampling ~Probably doubtful

Here's a picture by Apeirogon showing the two Fill Spectres in development:
[imgur]https://i.imgur.com/wxA18fx[/imgur]
The one on the left shows the outline created by texture filtering and the right one has an "infinite" sized sprite for chroma keying which avoids the previous' artifacts. Both always result in compromise though because the left one imposes many graphical restrictions on the end user and the right one loses compatibility with other colourful mods.

The flag I'm requesting would come with the potential for abuse and I have a proposal for that too: Force +bright when it's in use, as that's required for chroma keying anyway :idea:

Thanks for reading!

Re: 'Raw' Flag for Sprite Rendering

Posted: Tue Jul 10, 2018 12:24 am
by Graf Zahl
This will have to wait until I have some idea what this implies for Vulkan. Most of what you propose can be deactivated on a per-drawcall basis in OpenGL, sector color is disabled just by using +BRIGHT already and since sprites use no mipmapping, anisotropic filtering is not even an issue right now.

Re: 'Raw' Flag for Sprite Rendering

Posted: Tue Jul 10, 2018 1:02 am
by Pixel Eater
Cheers Graf, I'll keep on improving what I can with it until then :cheers:

Weirdly there is a difference when I use anisotropy despite the absense of mipmapping, but it could always boil down to something I've been doing. I'll keep an eye on it for now.

Re: 'Raw' Flag for Sprite Rendering

Posted: Tue Jul 10, 2018 4:10 am
by phantombeta
IIRC that would be because for some reason, setting anisotropy to anything other than disabled while you have mipmapping off forces them on or something.

Re: 'Raw' Flag for Sprite Rendering

Posted: Tue Jul 10, 2018 5:42 am
by Pixel Eater
Ah cool, that would explain that then :)

Re: 'Raw' Flag for Sprite Rendering

Posted: Wed Jul 11, 2018 11:08 pm
by argv
The spectre on the right looks awesome.

Re: 'Raw' Flag for Sprite Rendering

Posted: Thu Jul 12, 2018 5:42 am
by Pixel Eater
Thanks Argv!

Apeirogon has been doing some awesome ZScript stuff to make one that possible :)