[fixed]camera textures appear not to size themselves...

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Phoenix
Posts: 30
Joined: Wed Aug 31, 2005 8:17

[fixed]camera textures appear not to size themselves...

Post by Phoenix »

so I have a level with a bit of wall 64 wide by 48 high that i put a camera texture on. in the animdefs the line is this:

cameratexture CAMTEX 128 96 fit 64 48

in zdoom 96x this indeed works as intended, fitting the 128x96 texture into the 64x48 area completely. but in gzdoom, it looks like this:

Image

it doesn't even matter what numbers I use; I can make it perfectly square or even not scale it at all, same kind of thing.

also happens on others maps that have camera textures in them, like grbtest.wad from zdoom96x.

this also happens on my brother's computer (Duron ~800, Win 98, Geforce 2) as well as mine (Athlon 64 2800+, WinXP, Radeon 9600XT), so it's not just me.

funny it would slip, but..there it is..
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Graf Zahl
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Post by Graf Zahl »

Fixed. This only happened when the GFX card had no support for non-power-of-2 textures so I didn't notice it.
Phoenix
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Post by Phoenix »

ah, that'd do it. but, you're saying my modern-ish card doesn't support non-power-of-2 textures? sounds a bit strange, is there some kind of conversion that goes on then?
SlayeR
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Post by SlayeR »

Non-power-of-two textures are a feature of OpenGL 2.0, so as long as your drivers support 2.0 they should support non-power-of-two textures. I may be wrong though :P Also I think theres a GL extension for them pre-2.0...
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Graf Zahl
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Post by Graf Zahl »

It's a relatively new feature. The Geforce 5x00 series doesn't support it either.

If it is present I can use all textures as they are.
If not I have to stretch tiled textures to the next power of 2 and non-tiled textures have to be extended and the texture coordinates adjusted accordingly.
For camera textures I did the adjustment in the wrong place and as a result the engine used incorrect texture coordinates when rendering them.
SlayeR
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Post by SlayeR »

I always wondered why they took so long to add that to opengl. I think d3d has had support for them for a long time now.

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