- TEX1 is the simple texture
 - TEX2 is the transparent overlay texture
 - TEX3 / TEX4 are compositions (TEX4 only for TEXTURES)
 
[Stronghold] Texture Composing Issue
Moderator: Graf Zahl
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				Tormentor667
														 - Stronghold Team
 - Posts: 3555
 - Joined: Sun Nov 13, 2005 23:15
 - Location: Germany
 
[Stronghold] Texture Composing Issue
We already talked about the problem in the Stronghold forum and I played around with some of the stuff today. Here is a ZIP with two PK3s, one in which I created the patch textures from PNGs via the new TEXTURES text lump, the other one from PNGs via TEXTURE1 lump, both including a MAP01 demo map.
			
			
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				Graf Zahl
														 - GZDoom Developer

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Re: [Stronghold] Texture Composing Issue
What am I supposed to see here? You have to tell me at least how this is not correct.
			
			
									
						
										
						- 
				Remmirath
														 - DRD Team Admin (Inactive)
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Re: [Stronghold] Texture Composing Issue
Incorrect:

Correct:

In the first screenie you can clearly see that the midbars don't have a correct alpha channel.
The texture format is PNG.
In the second one it's fine.
			
			
									
						
							
Correct:

In the first screenie you can clearly see that the midbars don't have a correct alpha channel.
The texture format is PNG.
In the second one it's fine.
SoulPriestess wrote:Good job, Morpheus! You are teh awesum!
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				Graf Zahl
														 - GZDoom Developer

 - Posts: 7148
 - Joined: Wed Jul 20, 2005 9:48
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Re: [Stronghold] Texture Composing Issue
That's not a bug. If you use textures with transparent parts on one-sided walls the alpha channel gets disabled to avoid holes.
But in order to produce proper texture filtering I need to smooth the edges of the visible area so all transparent pixels neighboring a visible pixel get a color so that texture filtering looks good. But if you use such a texture on a one-sided wall all those smoothing pixels become visible. Solution: Don't use transparent textures on one sided walls!
I fixed the composition bug for TEXTURE1. That was caused by the GL texture copy function not being functionally identical to the one used for internal composition, The 2 methods just happened to call different methods for compositing.
			
			
									
						
										
						But in order to produce proper texture filtering I need to smooth the edges of the visible area so all transparent pixels neighboring a visible pixel get a color so that texture filtering looks good. But if you use such a texture on a one-sided wall all those smoothing pixels become visible. Solution: Don't use transparent textures on one sided walls!
I fixed the composition bug for TEXTURE1. That was caused by the GL texture copy function not being functionally identical to the one used for internal composition, The 2 methods just happened to call different methods for compositing.
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				Tormentor667
														 - Stronghold Team
 - Posts: 3555
 - Joined: Sun Nov 13, 2005 23:15
 - Location: Germany
 
Re: [Stronghold] Texture Composing Issue
I should have given more information on what I did in the map itself but considering that it's fixed now, I guess I can just scrap that 