Page 1 of 1

[4.3.1] Additive Shaded renderstyle for UDMF things bugged

Posted: Sun Apr 19, 2020 10:37 am
by Jimmy
Somewhere between 4.2.4 and 4.3.1 the way the Additive Shaded renderstyle was rendered was changed, and it doesn't look good.

See the following example:

- Load this test map (Heretic IWAD to get the textures to load).
- In 4.2.4, the cloud appears properly colored, and with the correct translucency alpha applied.
- In 4.3.1, the cloud's color is washed out and bright, and the translucency is incorrect.
- Notice that a colored sector fade makes the effect appear worse - almost palette-garbled.
fogtest.wad
(17.04 KiB) Downloaded 28 times
Screenshots of the test map and of the clouds in their proper context:

4.2.4:
Image
Image

4.3.1:
Image
Image

Re: [4.3.1] Additive Shaded renderstyle for UDMF things bugg

Posted: Mon Apr 20, 2020 6:04 am
by drfrag
I've done some investigation and the first version affected is g4.3pre-358-g236b47693 (the second i've tried).
It's the same commit which introduced this bug: viewtopic.php?f=56&t=68042

Code: Select all

- change ProjectedWallTexcoords to use gradients for its texture coordinate calculations
- change SpriteDrawerArgs to draw a full sprite instead of one column at a time
- add r_noaccel cvar to allow forced software rendering of the psprites (useful for debugging and also one person on the forum actually requested this feature)
- remove FWallTmapVals and calculate texture coordinates directly from FWallCoords
- move portal clipping out of the inner sprite drawing loop
https://github.com/coelckers/gzdoom/com ... 96b7817952