[fixed] Too many warping translucent walls?
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[fixed] Too many warping translucent walls?
Okay, I encountered a very strange bug and I'd like to know what's happning here. Just try the following map:
[linkremovedagain]
Don't worry about missing textures, proceed to the area where you will find 3 skull tags (in the middle of the large room). There you will find several different warping and translucent (add) 2 sided walls (a lot of them to achieve a good effect that I wanted).
It works fine w/o any problems in Software mode but if I play it in Hardware accelerated mode, the blue and yellow fire start blinking red, where they should be translucent, and just look like the red main fire there. Try it!
[linkremovedagain]
Don't worry about missing textures, proceed to the area where you will find 3 skull tags (in the middle of the large room). There you will find several different warping and translucent (add) 2 sided walls (a lot of them to achieve a good effect that I wanted).
It works fine w/o any problems in Software mode but if I play it in Hardware accelerated mode, the blue and yellow fire start blinking red, where they should be translucent, and just look like the red main fire there. Try it!
Last edited by Tormentor667 on Fri Jan 27, 2006 22:41, edited 1 time in total.
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I get 40-48 fps on a 3.2 GHz system - and the slowdown is only caused by the warping algorithm. I did some speed tests with your TNT4 map which also had warping performance issues. To warp a 256x256 texture (or 4 128x128 textures) my computer needs 8 ms. For a 1.2 GHz system you may multiply this by 2.5 and arrive at a safe guess. That'd be 20 ms only for the warping. In this case you can estimate a frame rate of 20-30 fps, maybe even less depending on the graphics card.
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Speeding up the code is not possible. It has to loop twice over the entire texture and unfortunately that takes time for larger textures - even in software mode. After all the algorithm is the same.
I'm still trying to make sense out of Quake 2's warping code. If I get that to work most of the problems would go away. But I'm not sure yet whether it is usable with Doom.
I'm still trying to make sense out of Quake 2's warping code. If I get that to work most of the problems would go away. But I'm not sure yet whether it is usable with Doom.
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