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[fixed]Stretchy sprites

Posted: Sun Sep 11, 2005 14:47
by Cutmanmike
I have no idea why this is happening. It seems when every sprite for the first time is drawn, it has to stretch itself to the right size. Hard to explain. After that frame and sprite has stretched once it won't happen again.

Posted: Sun Sep 11, 2005 14:48
by Graf Zahl
Must be a side effect of the hires texture support...

Posted: Sun Sep 11, 2005 14:49
by Cutmanmike
That was fast. Any ideas how to solve it?

Posted: Sun Sep 11, 2005 14:50
by Graf Zahl
Reinitialize the data at another point. This will take a little time.

Posted: Sun Sep 11, 2005 14:52
by Cutmanmike
Ok no rush. Just creeped me out a little at first. Another thing, things seem VERY dark from a distance even with 255 light. How do I change that?

Posted: Sun Sep 11, 2005 15:03
by Graf Zahl
With light=255 things should be nice and bright, even at a distance.
What WAD and what GFX card is this?

Posted: Sun Sep 11, 2005 15:17
by Graf Zahl
I think it's fixed but I must ask you to confirm it because it only happens on not quite modern graphics cards.

Posted: Sun Sep 11, 2005 15:51
by V-man
I also noticed something when the game was drawing things for the first time: On my laptop gzDoom is extremely slow (takes about two seconds to move down one menu option...). zDoom works fine there, so I wanted to test gzDoom - but obviously forgot about the crappy graphics-chip.

Everything is rendered flipped by 180° for a few seconds. As it first was only the menu background picture, I thought that maybe the doom pictures are saved this way just as several (old?) picture formats sometimes do. But the game is also rendered upside down for a few seconds before the engine switches it to normal.

I wonder if this is neccessary. Having a fast pc and a good gfx-card surely solves the "problem" but perhaps this could be a thing were the renderer can be improved? I just thought, I'd mention it. This was yesterday with the old version.

In 0.9.4. you've forgot the right key again on 'boom colormap cycling'. It is only possible to cycle using the left key.

Posted: Sun Sep 11, 2005 16:02
by Graf Zahl
V-man wrote:I also noticed something when the game was drawing things for the first time: On my laptop gzDoom is extremely slow (takes about two seconds to move down one menu option...). zDoom works fine there, so I wanted to test gzDoom - but obviously forgot about the crappy graphics-chip.

Everything is rendered flipped by 180° for a few seconds. As it first was only the menu background picture, I thought that maybe the doom pictures are saved this way just as several (old?) picture formats sometimes do. But the game is also rendered upside down for a few seconds before the engine switches it to normal.
That doesn't happen for me. But considering the slow speed on yor laptop I'd guess that it doesn't have hardware acceleratiom but doesn't report this properly.
I wonder if this is neccessary. Having a fast pc and a good gfx-card surely solves the "problem" but perhaps this could be a thing were the renderer can be improved? I just thought, I'd mention it. This was yesterday with the old version.
I have no idea what is happening there so I can't fix it.
In 0.9.4. you've forgot the right key again on 'boom colormap cycling'. It is only possible to cycle using the left key.
fixed.-

Posted: Sun Sep 11, 2005 16:56
by Cutmanmike
Graf Zahl wrote:I think it's fixed but I must ask you to confirm it because it only happens on not quite modern graphics cards.
NVIDIA GeForce4 Ti 4200

And it happens on the same wad I sent you.

Posted: Sun Sep 11, 2005 17:11
by Graf Zahl
Still in 0.9.5?

Posted: Sun Sep 11, 2005 17:38
by Cutmanmike
lemmie try now

Posted: Sun Sep 11, 2005 17:44
by Cutmanmike
Ok it's all good apart from the drowning one I mentioned.

Posted: Sun Sep 11, 2005 17:59
by Graf Zahl
Good.