A Suggestion On Sprites

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Jaevlafitte
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Post by Jaevlafitte »

Or a stamp album for that matter...
DaniJ
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Post by DaniJ »

I agree. I hate the way GZDOOM renders sprites too, they look to me like bad photo cutouts. Which mode looks best is a subjective thing, so Doomsday allows the user to make the decision ;)
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Graf Zahl
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Post by Graf Zahl »

Well, I hate the translucent edges and considering that they can only be handled with some significant additional work (i.e. sorting) I won't add them. IMO it looks like total shit if you get close to a monster and its outline is see-through.
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Post by SlayeR »

Heh yeah OpenGL tends to be a bitch when it comes to textured translucent polygons. Not sure about D3D though, but I think it's the same.
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Graf Zahl
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Post by Graf Zahl »

Of course it's the same. As long as there's only a 2D depth buffer this problem is unsolvable.

(which is too bad because translucent 3D-floors would currently result in a total sorting overkill - so I had to disable them.)
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that_guy
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Post by that_guy »

Ok how about this:

Image

On the Left is using Scale 4x and on the Right is normal GZDoom

I made a wad using this program a few months ago but did not think the performance hit in ZDooms' software renderer was worth the minimal results (extreme slowdown due to having to scale these sprites). For me these sprites look sharper but they do so at the cost of enhancing the pixels in some areas so they may not be to some peoples tastes (at least in GZDoom :wink: )
I haven't tested this wad in GZDoom thoroughly yet but I don't seem to get the framerate hit I did in ZDoom. I know Timmie implemented a similar program in ZDoomGL but it causes performance issues (framerate hit; at least for me) but this one is different; it works on 8 bit graphics so can be used to rework sprites for Doom without causing problems with the transparent areas using an 8 bit render.

Program:
http://scale2x.sourceforge.net/
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Enjay
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Post by Enjay »

Again, IMO GZDoom is already doing it better.
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Post by Graf Zahl »

That's even worse than HQ2x and from a brief look at the code equally resource hungry. I have no intention to add such code.
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GuntherDW
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Post by GuntherDW »

http://www.GuntherDW.be/tmp/doom2-082.png
is with smart texturing filter on, looks better than any other source port imo :)
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Soultaker
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Post by Soultaker »

Well in my opinion that idea of yours looks like complete shit.
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Shinjanji
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Post by Shinjanji »

I think GZDoom's sprite display looks fine as-is.
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Post by smg m7 »

Yes, it is. I haven't any problem with it at all. The only thing that nmay be interesting is shadows. That's not really a suggestion though.
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GuntherDW
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Post by GuntherDW »

i think the jdoom ones look better than the GZDoom ones (as noted from the 1st screenie)
because in this case they look 'flat' :p
in jdoom they still have some '3D' feeling attached
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Tormentor667
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Post by Tormentor667 »

that_guy wrote:Ok how about this:

Image

On the Left is using Scale 4x and on the Right is normal GZDoom

I made a wad using this program a few months ago but did not think the performance hit in ZDooms' software renderer was worth the minimal results (extreme slowdown due to having to scale these sprites). For me these sprites look sharper but they do so at the cost of enhancing the pixels in some areas so they may not be to some peoples tastes (at least in GZDoom :wink: )
I haven't tested this wad in GZDoom thoroughly yet but I don't seem to get the framerate hit I did in ZDoom. I know Timmie implemented a similar program in ZDoomGL but it causes performance issues (framerate hit; at least for me) but this one is different; it works on 8 bit graphics so can be used to rework sprites for Doom without causing problems with the transparent areas using an 8 bit render.

Program:
http://scale2x.sourceforge.net/
True, the left one looks better!
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Post by Nash »

http://www.guntherdw.be/tmp/doom2-082.png

Now THAT picture = big win.

I know for a fact that the sprites are flat, but somehow in that shot, the zombiemen actually have depth!
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