I find that software renderer's y-shearing to be looking more consistent with sprites. A little-bit of real madness, I think if implementing simple y-shearing in hardware would be not that difficult what's about "y-shearing+" - it rerenders matrix just a bit more lower or upper so it doesn't distort under "crazy" looking up or downs.
I googled "GZDoom y-shearing" and it seems like it's not just me who'd like to get at least simple y-shearing in hardware. Doable?
Hardware y-shearing
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Re: Hardware y-shearing
NetDuke32 has this feature and I honestly didn't expect it to be playable at first, but I've grown to like it.
Ultimately, this would need someone who has the technical know-how and also the interest for oldschool aesthetics to add this in...
Ultimately, this would need someone who has the technical know-how and also the interest for oldschool aesthetics to add this in...
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Re: Hardware y-shearing
I did too tend to dislike shearing before but playing crispy doom more often and often made me like it more. There is also that strange effect that true 3D look contributes to breaking illusion of primitively extruded map geometry, also edges of walls aren't straight anymore that results in more jaggies. It's kind of like space feels different without 3D look.
Pretty much, that modern direction GZDoom goes to kind of already made vanilla people disliking such a great sourceport. It's possible to set it up looking close to vanilla, why not to go even deeper regarding this issue.
Haters are always going to brag about how far GZDoom went off from vanilla regarding gameplay but now it's just one simple trick to fake that experience a bit closer?
Pretty much, that modern direction GZDoom goes to kind of already made vanilla people disliking such a great sourceport. It's possible to set it up looking close to vanilla, why not to go even deeper regarding this issue.
Haters are always going to brag about how far GZDoom went off from vanilla regarding gameplay but now it's just one simple trick to fake that experience a bit closer?
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Re: Hardware y-shearing
Doing this isn't really more than using different view and projection matrices, unfortunately I have no idea what they need to be...
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Re: Hardware y-shearing
Thank you for the attention anyway then. Maybe somebody else knows?
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Re: Hardware y-shearing
You mean having the hardware render the scene in the same way as the software renderer? That can be done by swapping out the normal projection matrix with this one: https://github.com/ZDoom/gzdoom/blob/ma ... rt.cpp#L93
The old model rendering code I had added to the software renderer used it to get softpoly to output correctly into what the software renderer had drawn.
The old model rendering code I had added to the software renderer used it to get softpoly to output correctly into what the software renderer had drawn.
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Re: Hardware y-shearing
Yes, unfortunately I don't have any decent coding skillsdpJudas wrote:You mean having the hardware render the scene in the same way as the software renderer?