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Back face culling - override?
Posted: Tue Feb 03, 2009 19:46
by Enjay
For a translucent actor with a model attached, GZdoom does back face culling (at least by default). However, sometimes this isn't desirable. Is there any way to stop this happening and have both the front and back face of a translucent model rendered?
Posted: Fri Feb 06, 2009 16:07
by Nash
If I recall correctly, I think I created a feature suggestion. If memory serves me right, the thread should be collecting dust...

Posted: Mon Feb 09, 2009 9:01
by Tormentor667
Translucency works on models? Awesome

Posted: Mon Feb 09, 2009 10:43
by Enjay
You can't set translucency using alpha values in the skin graphic (so no varying translucency) but, yes, if the actor is translucent in its DECORATE then the model will be translucent.
Posted: Mon Feb 09, 2009 12:27
by Tormentor667
Well then, how was the death star 3d blueprint made that you send me concerning rotations?
Posted: Mon Feb 09, 2009 14:14
by Enjay
Just as I said, it is a translucent actor, defined in DECORATE. The model does not have varying levels of translucency but, because I used additive translucency in the DECORATE and the skin has different brightnesses of colour (I'm sure there is a better term), some bits appear more translucent than others.
Posted: Mon Feb 09, 2009 15:26
by Tormentor667
Aaah... so the skin has actually black barts which are just not visible

Posted: Mon Feb 09, 2009 15:32
by Enjay
IIRC it has bright yellow bits, bright green bits and dark green bits. The dark green is shown more translucent than the others.
Posted: Mon Feb 09, 2009 16:48
by Tormentor667
That's good to know man, I already imagine some special effects completely made of 3d models ^^ [/porn]