Questions on png format images in GZDooM

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Rex Claussen
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Questions on png format images in GZDooM

Post by Rex Claussen » Sun Feb 11, 2007 16:39

  • 1. Can I use png format images as regular patches within PP_START & PP_END markers? [I.e., will GZDooM display them in their png version, or will it be converted to DooM graphic format in-game?] The map editor shows them to be available as textures, but I don't have a reference point in-game to know if the images are retaining their original colors or being converted.
    2. Can I use a combination of PNAMES/TEXTUREx and TX_START/TX_END? [I.e., will GZDooM properly display the png images in their original pallette and other format images in the DooM graphic format?] Again, I don't have a reference point in-game.

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Graf Zahl
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Post by Graf Zahl » Sun Feb 11, 2007 17:00

Yes to both questions.

PNG or Doom-Patch are just graphics formats. What the engine does with them happens on a logically higher level which doesn't care about the format anymore, no matter whether it is a Doom patch, PNG, JPG, PCX or TGA.

The original color of each graphics will be fully preserved in the GL renderer, even when you make a composite texture out of multiple patches.

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Post by Rex Claussen » Sun Feb 11, 2007 21:00

Very good. That will make it a lot easier for what I am trying to do. Thanks.

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