PNG Alpha Rendering Bug

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dark-slayer-201
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PNG Alpha Rendering Bug

Post by dark-slayer-201 »

I have noticed for a very long time that gzdoom will not render .png images used on models properly, unless looking at a linedef with line_horizon, which will only fix the weapon's muzzleflash (alpha .png) on both models and hud sprites. Here is a demo wad to show what I mean.
They render properly as sprites though, but not HUD Sprites.

Download Demo Map and stuff.
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Graf Zahl
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Re: PNG Alpha Rendering Bug

Post by Graf Zahl »

There's 3 things very wrong with this thing:

1.) What precisely is the bug? From what I get I can't deduce it.
2.) It produces an ACS error because it uses Skulltag-exclusive functions (ConsoleCommand in this case - use proper means to do your stuff, for god's sake! This function is a last resort crutch and much can be done much cleaner.)
3.) It's all dark.

Unless you produce a usable demo WAD I refuse to have a closer look.

To be blunt, I am tired of such useless demonstrations and yet the resurface again and again.
dark-slayer-201
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Re: PNG Alpha Rendering Bug

Post by dark-slayer-201 »

1: The bug is how gzdoom renders .png files on models and hud sprites. That is why it is dark so you can see. It will only render properly on hud models and sprites when facing a line_horizon linedef. All pickup models that have alpha in the png skin get cut out.

2: I didn't know that consolecommand was for skulltag. All it was is to give ammo without crashing, so you dont have to give yourself ammo. The map is pretty crap. I can only do good if i have a source design.

3: that is the point so you can see when the muzzleflash is shown on the sprite and model weapons.

sorry if it wasnt that great, i am not good at mapping.
Spoiler:
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InsanityBringer
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Re: PNG Alpha Rendering Bug

Post by InsanityBringer »

Alpha is not supported in GZDoom model skins. This is intentional and will remain this way until Graf has the time (and the needed algorithms) to implement such features.
dark-slayer-201
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Re: PNG Alpha Rendering Bug

Post by dark-slayer-201 »

InsanityBringer wrote:Alpha is not supported in GZDoom model skins
It isn't just model skins, also hud sprites. They only use alpha properly when facing line_horizon
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Enjay
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Re: PNG Alpha Rendering Bug

Post by Enjay »

ds201 wrote:also hud sprites. They only use alpha properly when facing line_horizon
The flash on this weapon is done using a PNG with alpha. The whole weapon is the graphic, but only the flash is translucent. No horizon in sight.

Image
dark-slayer-201
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Re: PNG Alpha Rendering Bug

Post by dark-slayer-201 »

I actually meant .png Additive translucency on hud weapons, not normal translucency.
in the demo wad, it has a chaingun with no model and additive flash. It just cuts out the parts with about 49% or less translucency.
Here is a screenshot of a chaingun using additive flash.
Spoiler:
and yet when i face a horizon, it renders properly.
Spoiler:
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Enjay
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Re: PNG Alpha Rendering Bug

Post by Enjay »

ds201 wrote:It just cuts out the parts with about 49% or less translucency.
That's actually something that I mentioned as part of this thread a while back (read the second part of my first post).

http://forum.drdteam.org/viewtopic.php? ... 52&p=36796

It has improved - but perhaps it isn't fully addressed :?:

I think that you are using Skulltag in the screenshots. Skulltag is based off a version older than the GZdoom revision that would have addressed this. What happens if you try with a new version of GZdoom?
dark-slayer-201
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Re: PNG Alpha Rendering Bug

Post by dark-slayer-201 »

ok, the sprites work fine in the newer gzdoom. I dont really update it. I only just got the newest zdoom just to play a wad. Too bad i cannot check out the shaders because my laptop only supports ogl1 and no shaders.
Ok, so now the problem only exists on the models.
But it may go in the models bugs/requests scrap yard.
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Graf Zahl
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Re: PNG Alpha Rendering Bug

Post by Graf Zahl »

Thank god I didn't have time yet to check this report.

Just a reminder: Skulltag is not GZDoom! The next time I get a report that smells like Skulltag I'll outright close it without checking any further.
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