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IDProjectCategoryView StatusLast Update
0000638Gameplay + OpenGL[All Projects] Featurepublic2017-04-29 18:09
Reportersarais 
Assigned To 
PrioritylowSeverityfeatureReproducibilityunable to reproduce
Status closedResolutionnot fixable 
Summary0000638: [g/zdoom] Allow for variable flat or hom rendering.
DescriptionIn experimenting with hall-of-mirror effects, a variety of render behaviors come to mind. I do not know if this would be line or texture based; but the request is the following:


Allow for variable rendering depending on what the map-maker wishes to use, Rendering nothing breaks the 1% of instances wherein the effect is actually used; and causes differing behavior elsewhere.

The easiest examples are of Map06 of 50 shades of graytall, and some hom rendering experiments as an effect.

Rendering nothing also has it's own additional effects; for example, variable height exchanges on the floor for floor-skies; hence the request for an additional option of "Render skies-like-lowered-ceiling"- allowing one to use the effect of lowering a ceiling on a simple linedef without using a line horizon.


"render hom, render flicker, none (default), and render sky-like-lowered-ceiling" are possible options.
Steps To ReproduceRun GZDoom. The effect will not exist.

http://imgur.com/a/jUzIh An example of using 'hom paintings' and 'hom alternators', These break and show the map beyond their bounding box walls in GZDoom.

http://imgur.com/a/KJrty Map06 of Fifty shades of Graytall; which uses the effect extensively.

http://imgur.com/a/yEWUqA map which uses the 'render none' to it's advantage; having a floor sky with variable heights. It is unknown what the effect would be if it copied the lower or middle sidedefs into being skies. Line horizons alongside lowered ceilings are used around the border of the room to properly ensure void effect in both engines; however the floor breaks in ZDoom, becoming the hall of mirrors.

http://imgur.com/a/hRJfxBroken HOM effects in GZDoom

http://imgur.com/a/QZNTOZDoom renders the nothing as homs. This therefore has this undesired hom effect. "Render as Sky-like-lowered-ceiling" would be useful for this.
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sarais

sarais

2017-04-29 14:37

reporter   ~0001586

Last edited: 2017-04-29 15:41

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well, the links broke.

Ideally; the map maker should be able to use each of these rendering effects in conjunction with each-other and the line horizons

http://imgur.com/a/jUzIh An example of using 'hom paintings' and 'hom alternators', These break and show the map beyond their bounding box walls in GZDoom.

http://imgur.com/a/KJrty Map06 of Fifty shades of Graytall; which uses the effect extensively.

http://imgur.com/a/yEWUq A map which uses the 'render none' to it's advantage; having a floor sky with variable heights. It is unknown what the effect would be if it copied the lower or middle sidedefs into being skies. Line horizons alongside lowered ceilings are used around the border of the room to properly ensure void effect in both engines; however the floor breaks in ZDoom, becoming the hall of mirrors.

http://imgur.com/a/hRJfx Broken HOM effects in GZDoom

http://imgur.com/a/QZNTO ZDoom renders the nothing as homs. This therefore has this undesired hom effect. "Render as Sky-like-lowered-ceiling" would be useful for this.

Graf Zahl

Graf Zahl

2017-04-29 18:09

administrator   ~0001589

Can't change.
HOMs are areas that are not being rendered. So whatever ends up there is undefined.
GZDoom clears the render buffer each frame and that is necessary for the engine to work properly.

Maps that depend on HOM effects are broken by design, you cannot guarantee that the 'effect' will work in any engine!

Issue History

Date Modified Username Field Change
2017-04-29 14:35 sarais New Issue
2017-04-29 14:37 sarais Note Added: 0001586
2017-04-29 15:41 sarais Note Edited: 0001586 View Revisions
2017-04-29 18:09 Graf Zahl Note Added: 0001589
2017-04-29 18:09 Graf Zahl Status new => closed
2017-04-29 18:09 Graf Zahl Resolution open => not fixable