Back face culling - override?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Enjay
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Back face culling - override?

Post by Enjay »

For a translucent actor with a model attached, GZdoom does back face culling (at least by default). However, sometimes this isn't desirable. Is there any way to stop this happening and have both the front and back face of a translucent model rendered?
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Nash
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Post by Nash »

If I recall correctly, I think I created a feature suggestion. If memory serves me right, the thread should be collecting dust... :D
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Tormentor667
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Post by Tormentor667 »

Translucency works on models? Awesome :)
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Post by Enjay »

You can't set translucency using alpha values in the skin graphic (so no varying translucency) but, yes, if the actor is translucent in its DECORATE then the model will be translucent.
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Post by Tormentor667 »

Well then, how was the death star 3d blueprint made that you send me concerning rotations?
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Post by Enjay »

Just as I said, it is a translucent actor, defined in DECORATE. The model does not have varying levels of translucency but, because I used additive translucency in the DECORATE and the skin has different brightnesses of colour (I'm sure there is a better term), some bits appear more translucent than others.
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Post by Tormentor667 »

Aaah... so the skin has actually black barts which are just not visible :)
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Post by Enjay »

IIRC it has bright yellow bits, bright green bits and dark green bits. The dark green is shown more translucent than the others.
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Post by Tormentor667 »

That's good to know man, I already imagine some special effects completely made of 3d models ^^ [/porn]
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