Rotating a 360° Skybox

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Tormentor667
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Rotating a 360° Skybox

Post by Tormentor667 »

I don't actually know it and didn't find anything in the documntation thats why I ask: How can I scroll a 360° skybox (the one with the N,W,S,E,B,T)? For example just scrolling horizontally or even both possible directions so you feel just like in "Facing Worlds" of UT, on a asteroid floating in the space void?!
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Graf Zahl
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Post by Graf Zahl »

The normal sky scroll option in MAPINFO can be used for horizontal rotation.
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Post by Tormentor667 »

So no vertical scrolling? To make the map look like an Unreal Tournemant "Facing Worlds"? If not, could you add this for the next version of GZDoom? I really would need something like this for my "Sapphire" map! :)
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Post by Cutmanmike »

Zdoom has never had Vertical Scrolling skies, although I wish it did.
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Post by Tormentor667 »

Cutmanmike wrote:Zdoom has never had Vertical Scrolling skies, although I wish it did.
Yeah, true, but this is GZDoom and the 360° Skybox :) If it is possible in Unreal/Unreal Tournament, it should not be too hard to implement it in GZDoom... and it would be soooo coool :)
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Post by Graf Zahl »

It wouldn't be hard. Add just another rotation operation to the matrix. I'll consider it for the next version but to be honest, I have been so busy with keeping up with ZDoom the last 2 weeks that I haven't done any real work on GZDoom itself.
I'll probably wait with the next release until ZDoom 2.0.99 is done anyway.
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Post by Enjay »

Graf Zahl wrote:I'll probably wait with the next release until ZDoom 2.0.99 is done anyway.
Any idea how long that will be? I see that you have been doing a power of work with Zdoom, and Randy has been active too, so I'm hoping not long. It's just that there are a couple of little annoyances in the current GZdoom that I'd like to see the back of and I know they have been already been fixed.

But, in your (and Randy's) own good time, of course. I realise you are both busy people. I just wondered if there was any "feel" for how far away a new version was.
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Post by Graf Zahl »

I'm sorry but I have no idea when Randy considers the code good enough for release. But GZDoom at the moment for sure is not. I still have to port a significant amount of code from ZDoom, then check that I got everything and then playtest it for myself. The changes are so extensive that I won't release anything without making sure first that it works well.

But regarding ZDoom's bug reports, there isn't much I can do anymore. Many of the remaining reports are strange occurences that are probably untraceable so most of what's left is up to Randy.
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Post by Enjay »

OK, well thanks for the "situation report" anyway.
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Post by BlackFish »

admittingly It'd be interesting to see what would happen with this sort of thing.
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Post by solarsnowfall »

Graf Zahl wrote:I still have to port a significant amount of code from ZDoom...
Dare I ask it? Does this significant amount of code include the floating point stuff?
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Post by Graf Zahl »

No.
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Post by Tormentor667 »

So will this be included in the new GZDoom version? I really would like to use it in my "Sapphire" map :)
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Post by Graf Zahl »

Either 1.0.05 (unlikely) or 1.0.06 (more likely.)
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Post by Tormentor667 »

Might be okay, as Sapphire will be released in about 1 or 2 months, so enough GZDooms should pass since then, thx ;)
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