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Invisible Walls Rendered Inconsistently


JamesBone

Question

I'm confused by the outcome of how I've chosen to create an invisible barrier for the player.

I've been only testing these maps in 1 of 2 ports; GZDoom, and DSDA. These particular issues are appearing when running DSDA, but only in Software Mode. The reason I pose this question is if its Software Mode, then I have the answer, but this happens inconsistently, so its not just Software Mode. The conclusion of each map is pretty consistent as I copy each area to the next map, so as far as the layout and geometry, most sectors and line definitions are the same.
 

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doom02.png.151761e44152cc2dca8aab6b3a67363e.png

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doom03.png.8b84eba57dd35846e0f4071ba62488ba.png

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doom01.png.452da28a4c05aef279f7b9dcc561838f.png

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doom00.png.2f734008345542c0cf46dc843af60556.png

 

In the first two images, I have the same location, one rendered in Open GL, the other rendered in Software.
In the second set of images, I have the same thing, but the last one shows a complete wall textured with F_SKY in Software

The way I made these was simply create a 1px sector around another sector, and gave that sector a 1px height. Then I set the CEIL texture as F_SKY, and left the walls (Upper) without texture. It works in OpenGL and even in half of the maps tested in Software), but will not work in others. So far, I've seen Map 5 and Map 7 have this issue. Yet, I have no understanding of why. 

I was hoping perhaps some others may have some insight.

Thank you.

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The sky hack doesn't allow things to continue rendering behind it in software as the geometry still counts as a render seg and performs clipping. GL renderers stage the sky differently so that they actually draw behind everything and thus geometry can bleed through as there's nothing to cut it off.

 

Essentially, the sky hack is not an invisible wall. Untextured walls also don't count in the software renderer either. Doom's original renderer takes geometry a lot more literally, it doesn't care what the textures are.

 

Invisible geometry can only be traditionally done with self referencing sectors.

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15 hours ago, Edward850 said:

The sky hack doesn't allow things to continue rendering behind it in software as the geometry still counts as a render seg and performs clipping. GL renderers stage the sky differently so that they actually draw behind everything and thus geometry can bleed through as there's nothing to cut it off.

 

That makes sense, but in the second screenshot I posted, it is Software, and is still rendering the way I intended. That's what's confusing me. According to what is listed above, that shouldn't work, but map 1, 2, 3, 4, and 6 have no problem on Software which is why I made this post. I wasn't sure why it was working differently on those maps.

(I'll have to clarify that in the text document, that it needs OpenGL renderer)

I do create three times in my maps using mid grate textures as doors, which does work fine in Software mode, so I could replicate that with no texture.

Edited by JamesBone

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