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
Skybox/horizon discrepancy between hardware & software
Moderator: GZDoom Developers
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49234
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- Location: Germany
Re: Skybox/horizon discrepancy between hardware & software
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.
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Re: Skybox/horizon discrepancy between hardware & software
Why not render it like the ceiling is? Cost on performance?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49234
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Skybox/horizon discrepancy between hardware & software
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.