For those unsure of what I'm talking about, here's a visual representation with my target goal being the left image and the current state of things being the right.

Moderator: GZDoom Developers


That would be the least of all problems. Just add a new field to the linedef or sidedef definition in UDMF specifying that the normals are to be interpolated.dpJudas wrote: 1) You may not always want this. Mesh editors like 3ds Max and Blender have smoothing groups that faces can belong to so that you can better control when smoothing happens. In other words: this isn't a global on/off toggle but something which requires map editor support.
That's indeed a problem. It could be solved by passing two normals to the shader but at some point the vertex buffer would become too large so that it negatively affects performance if there's too many elements per vertex.2) The ssao pass needs face normals, not smoothed normals. A smoothed normal causes self-shadowing. You can sometimes spot this on some md3 models today, but here it isn't that obvious because faces tend be relatively small there. If you start making large walls use smoothed normals it would be noticed very quickly. It is another step that requires additional work to support a feature like this.
Indeed. This is something that simply cannot be done as some simply automatic step.By the way, your own image nicely illustrates #1: the smoothing didn't include the top face of the cylinder.