GL Flat Glow Apllies when on 3D MidTextures

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NeuralStunner
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GL Flat Glow Apllies when on 3D MidTextures

Post by NeuralStunner »

Amongst a few other 3D MidTex issues which I'm still trying to figure out, there's this. I applied a 32-high, bright green glow to a nukage flat. I also built some 3D MidTex walkways over it. No, when I am on top of one of those walkways, glow is applied to the sprites as if I were on the actual floor:
Spoiler:
This does happen in 3rd person as well.
However, when jumping, the glow diminishes as I get farther above the walkway:
Spoiler:
In these shots, there is no other change to the sector's lighting or fog. (The walkways are built by flagging the lines 3DMidTex, Upper Unpegged, then offsetting them downward until in place.)
If I rename the GLDefs lump that applies this flat glow, the problem disappears entirely.

Currently using r1166.

Is this enough information?
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Re: GL Flat Glow Apllies when on 3D MidTextures

Post by Graf Zahl »

I have an idea. This is a construct I never considered when writing the code for the glow.
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Re: GL Flat Glow Apllies when on 3D MidTextures

Post by NeuralStunner »

Thanks, that's good news too. Really been working a lot with 3D textures lately, so I've been learning their idiosyncrasies.
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wtg62
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Re: GL Flat Glow Apllies when on 3D MidTextures

Post by wtg62 »

Why not use Sector_Set3Dfloor? I use it all the time.
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Re: GL Flat Glow Apllies when on 3D MidTextures

Post by NeuralStunner »

wtg62 wrote:Why not use Sector_Set3Dfloor?
Because that's a lousy way to make 3D mid textures.
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Re: GL Flat Glow Apllies when on 3D MidTextures

Post by Graf Zahl »

fixed
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