Transparent 3d Slopes?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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SonicSpinDash
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Transparent 3d Slopes?

Post by SonicSpinDash »

In the current version of gzdoom can you change the alpha value of sloped 3d sectors, i.e. make transparent slopes? If yes, how? If not, will we be able to in the future?
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Graf Zahl
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Post by Graf Zahl »

You can't. The handling of sloped translucent surfaces would make the handling significantly more complex. I have no idea yet whether this might be supported in the future.
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solarsnowfall
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Post by solarsnowfall »

I would fly to Germany, and buy you a pint, if this did make its way in.
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Graf Zahl
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Post by Graf Zahl »

If you find a way to reliably sort all the sprites into the level's geometry without screwing up - then I could do it. So far any attempt I made either created corruption in certain places or was too slow.

Besides what should I do with a pint? ;)
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solarsnowfall
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Post by solarsnowfall »

Graf Zahl wrote:If you find a way to reliably sort all the sprites into the level's geometry without screwing up
So is it sprite mapping that is holding this back? If so, what if it was limited only to solid 3d floors, for sloped glass or what-have-you? Would this still be problematic?
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Graf Zahl
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Post by Graf Zahl »

Yes. The problem is that all translucent polygons have to be sorted back to front. As long as there are no sloped flats it's easy. First sort everything horizontally and then sort the resulting sub-groups back to front. But with sloped floors I can't sort horizontally anymore so I have to use the BSP to sort the entire geometry (not so hard) and then sort all the sprites correctly (which includes splits along planes and other not so nice things) This is what is causing me severe headaches.
Sussudio
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Re: Transparent 3d Slopes?

Post by Sussudio »

4 years of development have gone by and I wonder if this could be done more easily now that the engine has matured, though maybe it's already in and I just couldn't figure out the correct tagging.
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Remmirath
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Re: Transparent 3d Slopes?

Post by Remmirath »

No, it's not in.

The only way to get a translucent 3d slope is to give it 64 flag bits, that is the additive rendering of the 3d floor.
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Sussudio
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Re: Transparent 3d Slopes?

Post by Sussudio »

Good enough for me. Thank you.
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Graf Zahl
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Re: Transparent 3d Slopes?

Post by Graf Zahl »

Morpheus wrote:No, it's not in.

The only way to get a translucent 3d slope is to give it 64 flag bits, that is the additive rendering of the 3d floor.

What? I missed that? Thanks for pointing it out. It wouldn't work properly anyway. Fixed for the next revision.
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