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[fixed]Problem with Skybox and Sprite Clipping

Posted: Wed Mar 01, 2006 19:45
by Tormentor667
Okay, so what is my problem? This time it's something with my Skybox and Sprite Clipping, very strange, because it depends on the way I use my GZDoom.

Image
The first shot shows a part of TNT1 in Software mode, some parts of the skybox give HOMs but the sprites are displayed correctly. The second shot shows the same part, this time with OpenGL activated. The Skybox works perfect but the sprites shine through solid walls, and this is very strange!

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This shot shows the direction of the player's view in the map.

I attached the WIP map here, maybe something's wrong with the skybox and randy knows how to fix it!
*linkremoved*

Caution:
I recommend NOT playing this WIP TNT1 for a few reasons: 1st it's not finished yet, 2nd you don't have my latest resource package (lots of missing texs) and 3rd it's full of bugs as you can see. Wait for the "Ultimate TNT" to have the real good experience of this piece.

Posted: Wed Mar 01, 2006 20:09
by Graf Zahl
Are you aware that the new version contains more than 4 times as much geometry than the original? ;)

Posted: Wed Mar 01, 2006 20:25
by Graf Zahl
Fixed. The optimized skybox handling cannot be used inside a portal recursion (as the stacked sector in here.)

Posted: Wed Mar 01, 2006 21:25
by Alter
Tormentor which version you use of DB? i like the editor effect of dynamic light in map editing

Posted: Wed Mar 01, 2006 21:40
by TheDarkArchon
It's an edited screenie.

Posted: Wed Mar 01, 2006 21:53
by Tormentor667
@Zahl - Hehe, exactly, yes, I needed to spice up some things, maybe you like what you see ;) (you already have the resource). Another question is, why do the skyboxes mess up in software mode?

Posted: Wed Mar 01, 2006 22:46
by Graf Zahl
Because you violated stacked sector rule #1: No variations in floor height in an upper stack. All those pretty sloped roofs create havoc with the clipper.

Posted: Wed Mar 01, 2006 22:47
by Graf Zahl
alterworldruler wrote:Tormentor which version you use of DB? i like the editor effect of dynamic light in map editing
:roll:

Posted: Thu Mar 02, 2006 13:23
by Tormentor667
Graf Zahl wrote:Because you violated stacked sector rule #1: No variations in floor height in an upper stack. All those pretty sloped roofs create havoc with the clipper.
But why does this work with GL and not in software mode? And, does that mean, that I just can vary the ceiling heights of the stacked sector but not the floor itself? That's a sad thing, honestly, because this makes this skybox look absolutely beautiful :( What about fixing that somehow in software mode?

Posted: Thu Mar 02, 2006 13:52
by Graf Zahl
It works in GL because I use a depth and stencil buffer for clipping, not a one-dimensional array like the software renderer. The ceiling is not a problem because it has no impact on the things that are being clipped.

As for fixing this in software mode you have to ask Randy. But when this problem surfacéd for the first time after adding stacked sectors development on this feature was stopped apparently.

Posted: Thu Mar 02, 2006 15:46
by Tormentor667
I really begin to get mad choosing between ZDoom and GZDoom :) TNT1's new visuals work perfect in GZDoom's GL Mode (and beyond everything looks even better) but TNT4's skybox-tricks cause massive slowdowns.

The only thing left is the fact that GZDoom developement progresses very fast as for ZDoom, randy is still busy with WoW as it seems. The question now is, should I use GZDoom and keep the visuals by having the chance that some things are going to be fixed later or should I stick with ZDoom and remove some of the stuff?

Beyond, I have a question concerning TNT4's GradientFade effect, but I will open a new topic for this.

Posted: Thu Mar 02, 2006 16:08
by Graf Zahl
Regarding TNT4, you should let me take a look. I think some of the problems can be fixed by obstructing the view into certain areas at some places (and of course by making the comets toggleable.) I know the renderer and its bottlenecks best so I think that I might find some satisfactory solutions. But the optimizations for 1.0.0 should have given at least a little more performance.

Posted: Thu Mar 02, 2006 17:53
by Tormentor667
Okay, I will give you the finished maps of TNT4 as soon as I have done some more tweaks to them. MAP03 and MAP01 run fine, it's just MAP02 that has these slowdowns and problems... :(