What's wrong with this camera texture?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Agent ME
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What's wrong with this camera texture?

Post by Agent ME »

I've tried refreshing my memory by making a small test map, which as of now, and I put a camera texture in, but its cut off short for some reason and I was wondering if anyone could figure out what I did wrong?

(Note: This is in the zip file format which I've found I've liked, and the CAMERA1 texture is saved as a PNG, which I'm not sure if either will affect anything)
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NeoHippo
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Post by NeoHippo »

I don't know what you mean by cut off, all I get is a missing texture screen.
But anyways, you defined CAMERA1 in the script but it was missing in the pwad, ie:

TX_START
CAMERA1
TX_END

Also missing is the ANIMDEFS. Once you put those in, it works fine.

By the way, for a testwad that switch is in a terrible spot :P
Last edited by NeoHippo on Mon May 01, 2006 14:07, edited 1 time in total.
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Agent ME
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Post by Agent ME »

I was using the ZIP wad mode - you're not supposed to unzip it and use that wad alone unless to edit it - you're supposed to load the zip like a wad to gzdoom. The texture is in there, in the textures folder where the documentation thread says it should be.

This problem only seems to happen when I'm at a resolution lower than 1024x768. Wtf? At 1024x768 the texture is perfect, but at lower resolutions it seems to be offset off the wall. Here's a pic of what I see in 640x480 resolution:
Image

Bug with Gzdoom?

BTW - the switch does seem to be in a bad spot - but then I didn't want to put it at the lift, otherwise when someone wanted the lift to go down, it'd go on top of them and screw up (how do we make a 3d floor squish someone??).

PS: On the front page it said DRD Team is working on commercial games - is it the whole team doing that, or are there still people left to work with GZDooM and all?

PPS: A long time ago I tried to make a wad that printed a camera texture to the screen, and while it worked in Zdoom, it didn't show up in GZdoom. Has that been fixed?
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Graf Zahl
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Post by Graf Zahl »

For technical reasons camera textures cannot be larger than the screen. If they are the thing you experienced is exactly what happens.

I'm sorry but that is not easily fixable.
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Agent ME
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Post by Agent ME »

Wait - the texture is 640x480 (scaled to 160x120) and I have a problem at 800x600 - ?

Not that it matters much, I'm just going to use 1024x768 for now, but still curious.

Also - anything the last thing in my post (Cam texture printed to screen) ? I just realized I should test that myself with the current version but I am out of time now (/stupid lazy self)
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Graf Zahl
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Post by Graf Zahl »

You are most likely having problems because you need textures that are a power of two. That'd mean your texture really is 1024x512 - and that is indeed to large for everything below 1024x768.
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