GZDoom hates my Polyobjects

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

GZDoom hates my Polyobjects

Post by TheDarkArchon »

GZDoom in OpenGL mode doesn't display the polyobjects in my map:

Image

Whereas software mode displays them fine:

Image

I'm going to assume that it's a map error so I didn't post this in bugs, the poly objects being in the room past the first door on the right. Map is attached, ZDoom Community Map Pack resource WAD required.
Attachments
ZD-CCP-TDA.zip
(25.29 KiB) Downloaded 92 times
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Post by Logan MTM »

Relax Archon!
You forgot to make the Poly "Sectors" as an void space!

Image
Attachments
ZD-CCP-TDA.zip
Now work in GL Mode!
(27.12 KiB) Downloaded 89 times
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Thanks. Strange that it showed in one but not the other, though.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Apparently the software renderer doesn't do backface culling for polyobject lines.
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Post by Logan MTM »

If the GL Mode render normal poly sectors, i think we colud do 3D Poly Floors.
What'll be very apreciated!
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
User avatar
KeksDose
Stronghold Team
Posts: 319
Joined: Thu Apr 12, 2007 21:35
Location: Germany

Post by KeksDose »

I still think no, because Polys are pillars with infinite height.
User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

Doom's physics code most likely could not handle that, especially when standing on a 3d moving polyobj
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Post by Logan MTM »

Well, a feew time ago who could imagine Doom in OpenGL or sexys 3D floors?
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
User avatar
KeksDose
Stronghold Team
Posts: 319
Joined: Thu Apr 12, 2007 21:35
Location: Germany

Re: GZDoom hates my Polyobjects

Post by KeksDose »

TheDarkArchon wrote:...ZDoom Community Map Pack resource WAD required.
Where can I get that? :? I searched for this for ages :spin:
Logan MTM wrote: Well, a feew time ago who could imagine Doom in OpenGL or sexys 3D floors?
Actually I always thought this was possible, and it was very nice to think of this :wink: Well, now we have a port (GZDoom), and it was really fun to look at the screenshots back then, when I hadn't got OpenGL :evil: But now I have OpenGL :happy:
User avatar
NeoHippo
Posts: 408
Joined: Tue Sep 13, 2005 0:47
Location: British Columbia Canada

Re: GZDoom hates my Polyobjects

Post by NeoHippo »

KeksDose wrote:
TheDarkArchon wrote:...ZDoom Community Map Pack resource WAD required.
Where can I get that? :? I searched for this for ages :spin:
http://forum.zdoom.org/potato.php?t=13258
TAtL, tU, aE
User avatar
KeksDose
Stronghold Team
Posts: 319
Joined: Thu Apr 12, 2007 21:35
Location: Germany

Post by KeksDose »

Thanks :wink:
Locked

Return to “GZDoom”