Looks like UDMF vertical texture scaling is broken when negative scale is used.
What I've expected:
What I've got:
[gzdoom-g2.1.pre-385] UDMF texture scale bug
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[gzdoom-g2.1.pre-385] UDMF texture scale bug
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Re: [gzdoom-g2.1.pre-385] UDMF texture scale bug
Fixed. This was a simple case of badly applied texture clamping. For negative scales the texture ended up in texture coordinate range [-1..0] where only [0..1] would work. The code to correct this was already there for camera textures (which are created upside down due to OpenGL's nature) but was missing for normal ones.