Rowsol did some testing and it appears he is right: After killing a spider mastermind or cyberdemon, things like rocket explosions start to render weirdly for some reason, not including alpha as it properly should.
Give D4RocketLauncher and shoot it. Renders fine, looks nice.
Summon D4spidermastermind
Mdk
Wait until explosions stop
Shoot rocket again. Notice how it's oddly full alpha and not very well rendering out.
Renderstyle glitches occurring
Moderator: Graf Zahl
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: Renderstyle glitches occurring
I can't make any sense of that overcomplicated code. Which actor classes do I need to check.
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Renderstyle glitches occurring
D4RocketExplosion. It's under MiscEffects.txt in the main ZD4D directory.
For the effects that trigger this, it's CyberdemonDeathFX or SpiderMastermindDeathFX.
For the effects that trigger this, it's CyberdemonDeathFX or SpiderMastermindDeathFX.
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Renderstyle glitches occurring
Was that reproducable? Just wanted to see because it's kinda weird. I think it happens to deal with applying a translation to a certain set of sprites and then the renderstyle changes for all of them.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: Renderstyle glitches occurring
Like I said yesterday, I''m sick and still do not feel well. No chance I do more than some quick fix here and there until I feel better.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: Renderstyle glitches occurring
This was caused by creating a translation for a texture with an alpha channel, as happened here in the SpiderMastermind's death sequence:
This was clobbering the transparency check for the affected texture and forcing an alpha test for all subsequent use. Keep in mind that translating a texture will lose ALL alpha information the texture may have contained so I'm not sure the red death cloud actually looks correct.
Code: Select all
A_SpawnItemEx("D4RocketExplosionNoGL",random(20,80),0,random(10,60),0,0,0,random(0,359),SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERRENDERSTYLE|SXF_TRANSFERALPHA);