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SetFade() control sector fog doesn't transfer correctly.

Posted: Sat Aug 04, 2007 16:03
by Lazureus
Line action 50: Transfer Brightness Level on a map used in a control sector to transfer the brightness, color, fog, and other effects to another portion of the map is not working properly either in GZDoom or in Skulltag's OpenGL mode.

Basically, I am using SetFade() in the control sectors to simulate a floor-level fog that fades away vertically. The glitch is that in GZDoom it's transferring the color onto the walls, and a dark color onto the floor, but no actual fog/fade whatsoever. In skulltag, this effect is not working at all.

This effect works fine in Software modes, however. SetColor() and normal brightness do appear to be working fine, though, in GZDoom (according to extralight.wad).

I will provide my project wad for your testing purposes. Map lump is JRTEST01, and the area in question is straight ahead from the player 1 start, in the outside portion of the map with the lava and rocks. There might be texture errors in the console, but they will not be an issue for this.

http://www.speedyshare.com/773439406.html Wad in question.

Posted: Sun Sep 23, 2007 19:41
by Lazureus
Added some screenshots:
Image

Image

This bug is still around, even in 1.0.25.

The first shot is what the GZDoom renderer does to the effect :(

The second shot is what the effect is SUPPOSED to look like, in software rendering.

Posted: Sun Sep 23, 2007 21:47
by Graf Zahl
This effect is not supported by the GL renderer. I could get into lengthy technical explanations but I don't feel like it. You just have to accept it because it won't change.

Posted: Sun Sep 23, 2007 22:32
by Lazureus
How the hell can GL not do something that software is obviously capable of doing? Software is the much more limited renderer here.... This breaks WADs that zdoom supports, which means GZDoom is actually not supporting something ZDoom itself can do. ISn't the whole point of GZDoom is to be ZDoom, but look better? This is clearly making a ZDoom effect look AWFUL. Shouldn't SOMETHING be done about that?

Posted: Sun Sep 23, 2007 23:38
by Enjay
There are actually quite a few things that OpenGL cannot do but which are possible in software mode. Most are relatively trivial "nice to haves" that don't break anything. However, the number of things that OpenGL can do that software can't is, of course, much bigger.

Either way, do you really think that getting shirty with Graf is going to help?

Posted: Sun Sep 23, 2007 23:38
by Graf Zahl
Sorry, but that's the way it is. I knew from the start that using fog with the 3D light special might cause problems but I decided not to bother with the consequences of this effect. There's more to it than just a hardware rendering limitation. As I said, I had to go into lengthy technical explanations.

Posted: Mon Sep 24, 2007 20:13
by Tormentor667
And what about simply faking it at least to the surrounding walls and flats? That it simply looks like there is fog but the fog itself has no depth?

Posted: Mon Sep 24, 2007 21:15
by Graf Zahl
OpenGL fog works differently than software fog - and believe me: The intended effect is not replicable. It looks like shit.

Posted: Tue Sep 25, 2007 10:34
by Nash
If you really want it that bad, just make a copy of the flat with the fogging applied in your graphics editor.