by Gez » Tue Mar 03, 2015 14:59
Zhadoom wrote:WHY is it, that slime trails don't appear in GZDoom? Because of a more precise storage of the gl-nodes?
Yes, basically.
Doom's original nodebuilder can leave tiny gaps between sectors due to lack of precision for vertex position. These gaps, combined with the "flood fill" technique used for flat rendering, results in slime trails.
There is another issue with the original nodebuilder in that it does not necessarily create concave subsectors. OpenGL requires concave nodes, so GZDoom will use GL nodes if present (and will create them while loading the level if they are missing). Since GL nodes have greater precision, they do not leave gaps. Furthermore, rendering flats is not done in a flood-fill manner like in the software renderer, so even if there were visible gaps they would not result in slime trails.
[quote="Zhadoom"]WHY is it, that slime trails don't appear in GZDoom? Because of a more precise storage of the gl-nodes?[/quote]
Yes, basically.
Doom's original nodebuilder can leave tiny gaps between sectors due to lack of precision for vertex position. These gaps, combined with the "flood fill" technique used for flat rendering, results in slime trails.
There is another issue with the original nodebuilder in that it does not necessarily create concave subsectors. OpenGL requires concave nodes, so GZDoom will use GL nodes if present (and will create them while loading the level if they are missing). Since GL nodes have greater precision, they do not leave gaps. Furthermore, rendering flats is not done in a flood-fill manner like in the software renderer, so even if there were visible gaps they would not result in slime trails.