[can't fix] Stacked sectors in OpenGL + Line_Horizon

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ace
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[can't fix] Stacked sectors in OpenGL + Line_Horizon

Post by ace »

Alright, I'm already having problems with the stacked sectors I'm using in ZDoom that are unrelated, but there seems to be a problem with stacked sectors in general with OpenGL when they use Line_Horizon.

When it comes to software mode, using Line_Horizon in this case ensures that the walls are not shown obviously, a-like so:
Image

However, when in OpenGL mode, instead of this, it still renders the Line Horizon, which causes problems in cases like this:
Image


I'm thinking this is unrelated to the hardware I'm using, but if it's needed then I'll post it.
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BlackFish
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Post by BlackFish »

Maybe use a skybox?
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Post by Graf Zahl »

I need the map to analyze your construction. This appears to be some extreme case which I have to see.
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Post by ace »

@ BlackFish: I'm already using a skybox for the sky, but it doesn't work in this case as the top and bottom of the shuttle have slopes and the like. Can't put those above ceiling and floor o'course, considering this isn't GZDoom specific.

@ Graf: I'll PM it to you, considering I'm keeping it under wraps ATM. Not that anyone would get much out of it anyway in its current state, heh. But considering this is in early stages and I haven't used stacked sectors before it could easily be an error on my behalf. Though I'll PM it to you.
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Post by Graf Zahl »

Your effect doesn't work because the GL renderer has to treat horizons differently than the software renderer. In the software renderer they are an extension of the current sector and thus subject to any effect present in that sector. In GL mode they are a completely separate entity which is incapable of handling stacked sectors. As a result it is not possible to make your effect work as intended.
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Post by ace »

Damn. Oh well. S'pose it can't be changed then.

I suppose I could try and figure out how it was done differently in Cold as Hell (apparently that works and does it differently, plus it provides a more realistic approach anyway). That or just leave it as is and put a warning in the text file saying that that particular area doesn't look nice in GZDoom. Bah, whatever.

But as long as you've got it (or had it for that matter), any ideas on the bleeding NFICE01 flat above the wings? I have yet to figure out why those in particular are being such a pain in the arse. Probably something trivial too... I know they're just as problematic in GL, just not to the same extent; they only create a minor HOM in GZDoom, and only when you get close up.

Otherwise, it's going to be a bummer to have a camera have to be set up in a way that you get to see the top of the ship at one angle for a split second. I'd rather have a few angles shown before starting the level itself, and most of those angles are broke otherwise. :/
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Post by Graf Zahl »

ace wrote:Damn. Oh well. S'pose it can't be changed then.

I suppose I could try and figure out how it was done differently in Cold as Hell (apparently that works and does it differently, plus it provides a more realistic approach anyway). That or just leave it as is and put a warning in the text file saying that that particular area doesn't look nice in GZDoom. Bah, whatever.
Cold as Hell doesn't use stacked sectors. It's a normal map with a horizon that only uses a skybox. That is a construct that works properly. With your combination it is that ceiling and floor get treated as stacked sectors and the wall as horizon. Maybe I find a way to hack around it but right now I'm not quite sure how.

But as long as you've got it (or had it for that matter), any ideas on the bleeding NFICE01 flat above the wings? I have yet to figure out why those in particular are being such a pain in the arse. Probably something trivial too... I know they're just as problematic in GL, just not to the same extent; they only create a minor HOM in GZDoom, and only when you get close up.
Sure. You didn't put a sector stack into those sectors so the ceiling is being rendered normally. You need to put one into each sector bordering on a one-sided linedef to work properly.
Otherwise, it's going to be a bummer to have a camera have to be set up in a way that you get to see the top of the ship at one angle for a split second. I'd rather have a few angles shown before starting the level itself, and most of those angles are broke otherwise. :/
Stacked sectors are highly problematic, especially when you try to do things they are not supposed to handle.
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Post by Graf Zahl »

I have some bad news and some good news for you:

The bad news: After some investigation it became obvious that the way you set this thing up will never work with the GL renderer.

The good news: I was able to change the map so you will get the effect you want by other means. You find the link in a PM.
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Post by ace »

Graf Zahl wrote:Sure. You didn't put a sector stack into those sectors so the ceiling is being rendered normally. You need to put one into each sector bordering on a one-sided linedef to work properly.
D'oh! Well, if it wasn't obvious before it sure as hell is now! :P

The bad news: After some investigation it became obvious that the way you set this thing up will never work with the GL renderer.

The good news: I was able to change the map so you will get the effect you want by other means. You find the link in a PM.
Ah, not a bad hack! Heh. Thanks very much. :)

Yeesh, Christmas morning at 6 AM. Not feeling great either... meh.
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