Cutoff in GZ pre-1082 (and before)
Moderator: Graf Zahl
-
- Posts: 13
- Joined: Sat Jun 30, 2012 8:58
Cutoff in GZ pre-1082 (and before)
Noticing a decent bit off cutoff in the way HUD sprites are rendered; a perfect example would be equipping the SSG on fullscreen HUD mode. The lowest line of pixels on the weapon has a few silver/gray pixels in the center of the gun, but only around a third of this line is displayed; whatever in the code that defines where to draw HUD sprites is a bit off. However, if I decrease the HUD size to bring the screen border to display, it renders correctly. Normally you wouldn't see this because of border mode showing the status bar, but some mods replace it with another fullscreen HUD, which makes it possible to see that border mode doesn't have this cutoff, which is kind of odd. (before you ask, this happened in both regular Doom play and with a few mods I tested. I don't know if HUD sprites are capable of being scaled like an actor with a defined scale, but since it's present in normal play which doesn't scale anything, I mentioned this.)
It's also worth noting that testing for the same issue with regular Doom 2/Ultimate/TNT/Plutonia along with mods in an old ass build of ZDoom, and then the recent pre-1607, did not give this issue.
Oh yeah. And I tested various different resolutions and aspect ratios so it isn't that.
It's also worth noting that testing for the same issue with regular Doom 2/Ultimate/TNT/Plutonia along with mods in an old ass build of ZDoom, and then the recent pre-1607, did not give this issue.
Oh yeah. And I tested various different resolutions and aspect ratios so it isn't that.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Cutoff in GZ pre-1082 (and before)
It's perfectly correct in my latest build, apparently you are using an old version. This got fixed recently.
-
- Posts: 13
- Joined: Sat Jun 30, 2012 8:58
Re: Cutoff in GZ pre-1082 (and before)
Can you hit me up with a link then my man? Using the most recent I can see (may 3rd) and it's still present.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Cutoff in GZ pre-1082 (and before)
That's the one I use, for me the weapon positioning is exactly the same as with the software renderer.
-
- Posts: 13
- Joined: Sat Jun 30, 2012 8:58
Re: Cutoff in GZ pre-1082 (and before)
Could it be a setting then? I have no other idea what it could be.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Cutoff in GZ pre-1082 (and before)
Can you make a screenshot?
-
- Posts: 13
- Joined: Sat Jun 30, 2012 8:58
Re: Cutoff in GZ pre-1082 (and before)
http://imgur.com/rq7RZHy
Screenshot seems to have cut it off just a wee pinch more, but it's more or less that.
Screenshot seems to have cut it off just a wee pinch more, but it's more or less that.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Cutoff in GZ pre-1082 (and before)
The position on that screen shot is 100% identical with what I get with the software renderer. The difference with the white pixel at the bottom is due to algorithmic differences between software and hardware scaling.
-
- Posts: 13
- Joined: Sat Jun 30, 2012 8:58
Re: Cutoff in GZ pre-1082 (and before)
Could that be corrected in any way since it's not displaying the full sprite? When I'm at a full rest I don't like seeing cutoff.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Cutoff in GZ pre-1082 (and before)
There is nothing to correct. How often do I have to repeat that the positioning is exactly the same, except for maybe half a pixel of deviation due to the differences between the two renderers which I cannot easily compensate without causing some gaps between the weapon and the bottom of the display.
-
- Posts: 13
- Joined: Sat Jun 30, 2012 8:58
Re: Cutoff in GZ pre-1082 (and before)
You didn't state that changing it would leave a gap. If it's this much of an issue I'll just use ZDoom.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Cutoff in GZ pre-1082 (and before)
If that half pixel is such a big issue for you, that might probably be better.
As I said, the reason here is that I need one screen pixel of overdraw to account for roundoff errors in the scaling. If I do not add this pixel it may happen that the bottom position ends up just above the bottom screen line which would result in a visible gap - maybe not on this weapon but on some other whose values just happen to be right for the problem. But this code needs to work with all weapons, not just the SSG.
And you can be certain that for 999.999 out of 1.000.000 users this would be considered a non-issue.
As I said, the reason here is that I need one screen pixel of overdraw to account for roundoff errors in the scaling. If I do not add this pixel it may happen that the bottom position ends up just above the bottom screen line which would result in a visible gap - maybe not on this weapon but on some other whose values just happen to be right for the problem. But this code needs to work with all weapons, not just the SSG.
And you can be certain that for 999.999 out of 1.000.000 users this would be considered a non-issue.
-
- Posts: 13
- Joined: Sat Jun 30, 2012 8:58
Re: Cutoff in GZ pre-1082 (and before)
Alright then, ZDoom it is. I don't know why this couldn't be fixed in the future.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Cutoff in GZ pre-1082 (and before)
There's nothing to fix. This works as intended. I already explained why it works this way.
If that's enough for you to switch to ZDoom - sorry, I couldn't be bothered less.
If that's enough for you to switch to ZDoom - sorry, I couldn't be bothered less.