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Transparent 3d Slopes?
Posted: Fri Nov 11, 2005 8:34
by SonicSpinDash
In the current version of gzdoom can you change the alpha value of sloped 3d sectors, i.e. make transparent slopes? If yes, how? If not, will we be able to in the future?
Posted: Fri Nov 11, 2005 9:40
by Graf Zahl
You can't. The handling of sloped translucent surfaces would make the handling significantly more complex. I have no idea yet whether this might be supported in the future.
Posted: Fri Nov 11, 2005 21:41
by solarsnowfall
I would fly to Germany, and buy you a pint, if this did make its way in.
Posted: Fri Nov 11, 2005 22:21
by Graf Zahl
If you find a way to reliably sort all the sprites into the level's geometry without screwing up - then I could do it. So far any attempt I made either created corruption in certain places or was too slow.
Besides what should I do with a pint?

Posted: Fri Nov 11, 2005 22:49
by solarsnowfall
Graf Zahl wrote:If you find a way to reliably sort all the sprites into the level's geometry without screwing up
So is it sprite mapping that is holding this back? If so, what if it was limited only to solid 3d floors, for sloped glass or what-have-you? Would this still be problematic?
Posted: Fri Nov 11, 2005 22:56
by Graf Zahl
Yes. The problem is that all translucent polygons have to be sorted back to front. As long as there are no sloped flats it's easy. First sort everything horizontally and then sort the resulting sub-groups back to front. But with sloped floors I can't sort horizontally anymore so I have to use the BSP to sort the entire geometry (not so hard) and then sort all the sprites correctly (which includes splits along planes and other not so nice things) This is what is causing me severe headaches.
Re: Transparent 3d Slopes?
Posted: Tue Oct 13, 2009 12:22
by Sussudio
4 years of development have gone by and I wonder if this could be done more easily now that the engine has matured, though maybe it's already in and I just couldn't figure out the correct tagging.
Re: Transparent 3d Slopes?
Posted: Tue Oct 13, 2009 14:05
by Remmirath
No, it's not in.
The only way to get a translucent 3d slope is to give it 64 flag bits, that is the additive rendering of the 3d floor.
Re: Transparent 3d Slopes?
Posted: Fri Oct 16, 2009 22:24
by Sussudio
Good enough for me. Thank you.
Re: Transparent 3d Slopes?
Posted: Fri Oct 16, 2009 22:40
by Graf Zahl
Morpheus wrote:No, it's not in.
The only way to get a translucent 3d slope is to give it 64 flag bits, that is the additive rendering of the 3d floor.
What? I missed that? Thanks for pointing it out. It wouldn't work properly anyway. Fixed for the next revision.