Here is my problem:
I'm printing a camera to the screen using the hudmessage function. It works in software mode on gzdoom, but fails to print whenever i'm using opengl. I've included and example of what i mean. Any suggestions on whats going wrong, or is this one of those things like warping hi-res textures that has just been purposely disabled?
[fixed]CameraTexture Hudmessage Problem
Moderator: Graf Zahl
- Skadoomer
- Posts: 66
- Joined: Wed Jul 13, 2005 9:39
- Location: Lancaster PA
- Contact:
[fixed]CameraTexture Hudmessage Problem
- Attachments
-
- camtest.zip
- a test level
- (6.98 KiB) Downloaded 73 times
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact:
- Skadoomer
- Posts: 66
- Joined: Wed Jul 13, 2005 9:39
- Location: Lancaster PA
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Skadoomer
- Posts: 66
- Joined: Wed Jul 13, 2005 9:39
- Location: Lancaster PA
- Contact:
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Skadoomer wrote:well fancy that. Is it anything extensive to add in to the opengl side of things? I've already found a few cool uses of this trick in software mode that i'd really like to keep.
No. It is minimal. I maintain 2 sets of textures - one for world geometry and one for sprites and 2D-graphics. This is necessary so that on cards that don't support non-power-of-2-textures there aren't any scaling artifacts.
For modern cards I could map them together but considering that textures are very rarely used for both at the same time I don't think it's worth the effort.
But for camera textures there is only a world texture so I'd have to add some explicit coding to map them together. Don't worry. I won't do it immediately but it will be fixed for the next version.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Interesting. That is a result of the format ZDoom stores textures in. The buffer doesn't get updated and gets flipped every frame. Best report this to Randy as it is a bug in the camera texture code.chopkinsca wrote:The only problem I see in software mode is how it works when you are viewing the auto-map. Just thought I would mention that in case it was a bug in itself. (The last viewed image before going into auto-map flips between normal orientation and 90 degrees every second or so.)
It won't happen with GL because I don't flip textures like this.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: