Skybox/horizon discrepancy between hardware & software

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whirledtsar
Posts: 109
Joined: Mon Mar 12, 2018 10:06 pm

Skybox/horizon discrepancy between hardware & software

Post by whirledtsar »

https://imgur.com/K9tEf3v
https://imgur.com/a/KklFwo5
Yes I know theres an [imgur] tag. If only it worked.

Anyways, the top screenshot is the software renderer. The bottom is the hardware renderer.
The walls of the skybox sector are line_horizon, because they arent meant to be seen.
The borders of the level are also line_horizon. In software, it renders the skybox into infinity where the walls would be. But in hardware, it renders the skybox differently on the wall, so theres a noticeable (and undesirable) divide between the sky and horizon.

Test map, Hexen UDMF format: https://cdn.discordapp.com/attachments/ ... 98/tst.wad
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Skybox/horizon discrepancy between hardware & software

Post by Graf Zahl »

Your problem is with the 3D floor in there. Using Line_Horizon on a sector with a 3D floor is undefined - the hardware renderer does not render it at all, and the results for the software renderer are generally unpredictable - in this simple case it just happens to work as intended.
whirledtsar
Posts: 109
Joined: Mon Mar 12, 2018 10:06 pm

Re: Skybox/horizon discrepancy between hardware & software

Post by whirledtsar »

Why not render it like the ceiling is? Cost on performance?
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Skybox/horizon discrepancy between hardware & software

Post by Graf Zahl »

It's not that simple. Horizons are a relatively natural and straightforward thing in the software renderer, but in the hardware renderer require setting up a portal - and the entire setup does not work with planes that are not either the top and bottom of the entire scene.
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