Swimming in Water..

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Deathlike2
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Swimming in Water..

Post by Deathlike2 »

When you dip into the water (like say the water in LTSD), for a brief moment, you can see part of the image of the sky... is that supposed to happen? It doesn't seem to happen in ZDoom.
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Enjay
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Post by Enjay »

It's possibly a pool set up to teleport you to another location when your eyes go below the water. Perhaps GZdoom, which allows you to look further up, is giving you a glimpse of what is in one place before you teleport due to your eye height being lower than where you are able to look.
Deathlike2
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Post by Deathlike2 »

Well, I'm looking down into the water... not looking up from the water..
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TheDarkArchon
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Post by TheDarkArchon »

The last time I've see something like that is crouching Evilution MAP02's Self-Referncing pool of water.
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Graf Zahl
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Post by Graf Zahl »

If you have an ATI card that's an unavoidable side effect of the near clipping plane. NVidia offers a GL extension to get rid of it but I really don't expect ATI to implement this as well.
Deathlike2
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Post by Deathlike2 »

The name of the extension? This isn't one of those OpenGL standard extensions? (I know extensions can be vender specific, I'm just wondering if there was an official spec that may cover it)
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Graf Zahl
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Post by Graf Zahl »

GL_NV_DEPTH_CLAMP

No ATI card I could get a startup log from supports it. I enable it unconditionally because the worst that can happen is nothing at all. I already looked through all GL specs and there is no common solution. If there was it would probably use the same code anyway.
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