Well I've been playing around a bit and found it'll load in paletized PNG files as textures, which is really nice (although I don't see why it shouldn't load 32bit PNG files also).
Now ZDoomGL has the HIRESTEX lump to define scaling for textures (much easier to use than ZDoom's hires textures), I was wondering if you planned on implementing something similar? That and shaders are about the only things the current ZDoomGL has over GZDoom...
Last edited by SlayeR on Thu Sep 01, 2005 12:23, edited 1 time in total.
1. Hires textures:
Yes, I want to support them eventually. There are some issues with it though.
a) ZDoomGL uses the same method as Doomsday (i.e specially named subdirectories that contain the textures. This method is utter crap because it is fundamentally incapable of being editing friendly. If a user map wants to support this method it means saving and copying data for each map you play.
b) The HIRESTEX lump looks interesting. It seems to be an easy to use method to define new textures and at the same time remain compatible with ZDoom. And best of all, it forces the mapper to put the texture inside the WAD.
2. ZDoomGL shaders
Don't expect anything anytime soon. There's more important things to be done first than some minor eye candy like this.
3.
Shaders means pixel shader and they are currently only used for the invulnerability map. I don't recommend using them because creating these as separate textures is more efficient. But I need them to use invulnerability maps with camera textures.
Ah, alright. heh, I just actually made myself need for that, too, since doing it the old way is incredibly annoying, and I completely forgot how to do it (not to mention the fact that I don't know if it can be done with true color graphics).
Yup I'm waiting on it too, then I can continue with my GZDoom map (I don't want to create too many new textures if I'm just gonna have to redo them in high-res later )
And since our old friend Deep (Randomlag) had to mention that this way of defining hires textures was crap I'd like those who have to use it to write a few comments about this.
Ugh, I seriously cannot be bothered reading though all the shit he posts. That guy has some serious problems.
I can't think of any easier way of defining high-res textures than through HIRESTEX. Not to mention his argument about them 'not showing up scaled in the level editor' is completely bogus, the said level editor just needs to support them properly. SLADE has had support for HIRESTEX-defined textures for a long time now, and I doubt it'd be hard to add to doom builder either (although that still doesn't support non-doom-palette PNGs yet). Basically what I'm saying is deep's texture scaling method doesn't magically scale the textures itself, not to mention to CREATE the textures, you need a lump manager that supports the extra stuff, HIRESTEX just needs something that can edit text lumps.