When using a texture defined in TEXTURES on a 3D floor that contains a patch with style CopyAlpha, no pixel is drawn at all if (apparently) the alpha value is in a certain range. It works as expected in ZDoom.
Screenshot:
Example WAD: http://88.198.197.45/boris/doom/copyalpha.wad
[g2.2pre-2123] CopyAlpha in TEXTURES: partly not drawn on 3D floors
Moderator: Graf Zahl
- Graf Zahl
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Re: [g2.2pre-2123] CopyAlpha in TEXTURES: partly not drawn on 3D floors
Just one note. This is wrong in both.
GZDoom does not recognize that the texture has an alpha channel and selects an incorrect blend mode and ZDoom simply ignores it. ZDoom can't fix this, though.
Of course I am going to address this but then the texture still won't look like you'd expect because the lower part would be translucent.
The main error is that you used the wrong mode for copying the patch. What you want is 'overlay', not 'copyalpha'.
GZDoom does not recognize that the texture has an alpha channel and selects an incorrect blend mode and ZDoom simply ignores it. ZDoom can't fix this, though.
Of course I am going to address this but then the texture still won't look like you'd expect because the lower part would be translucent.
The main error is that you used the wrong mode for copying the patch. What you want is 'overlay', not 'copyalpha'.
Re: [g2.2pre-2123] CopyAlpha in TEXTURES: partly not drawn on 3D floors
I just noticed that it happens on 2-sided lines, too.
Re: [g2.2pre-2123] CopyAlpha in TEXTURES: partly not drawn on 3D floors
Thanks for the info, works like I want it with "Overlay".
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
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Re: [g2.2pre-2123] CopyAlpha in TEXTURES: partly not drawn on 3D floors
fixed. Now the textures are being rendered with alpha. This also exposed another problem: Textures with translucency were never checked for on 3D floors and portals.