[1.0.29] HUDMessages not displaying properly in OpenGL?

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Theshooter7
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[1.0.29] HUDMessages not displaying properly in OpenGL?

Post by Theshooter7 »

Using Zippy's Code for a Custom HUD for wwhc-diaz as a base, I was making a custom HUD which used the code to use bar graphs for the health meters. However, the HUDMessages used to display these bars is all messed up in OpenGL. However, in Software, they are just perfectly fine.

Some comparison shots:
[spoiler]Software:
Image
OpenGL:
Image[/spoiler]
And, yes, for the record those shots were taken in SkullTag, but found the same results nonetheless in GZDoom.

Also, reading the guidelines says to post my specs, so here they are:

OS: Windows XP Pro SP2
CPU: AMD Athlon 3200+ Socket 939 2.0GHz
Memory: 2GB
Video: ATI Radeon X850XT AGP 8x
Driver Version: 7.1
Display Resolution: 1024x768 (FYI the HUD is using a SetScreenSize() of 400x300, if this ends up not being a bug at all)
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Graf Zahl
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Post by Graf Zahl »

Where in the WAD do you place the graphics you use? Is this in the sprite namespace? I'm asking because I am messing around with sprites a little so that they look better in game and that would explain this effect.
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Theshooter7
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Post by Theshooter7 »

Graf Zahl wrote:Where in the WAD do you place the graphics you use? Is this in the sprite namespace? I'm asking because I am messing around with sprites a little so that they look better in game and that would explain this effect.
Yes, they are inbetween sprite markers in the wad. I had converted them into PNG using SLumpEd, if it makes a specific difference.

[EDIT] Indeed, moving the graphics outside of the markers enables them to display correctly.
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Graf Zahl
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Post by Graf Zahl »

Ok. Keep that in mind for the future. The coordinate adjustments for sprites are necessary because otherwise with texture filtering you will see some artifacts.
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Theshooter7
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Post by Theshooter7 »

Will do, thanks.
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