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blood decals (open-gl rendering)
Posted: Thu May 28, 2009 17:37
by simc
Back in 2008 did GZDoom 1.1.0 change something about how it rendered the generic blood splat decals on the walls?
With the 1.0.xx serie the decals were OK, but after the 1.1.0 version came out the splats have had small edges and incontinuity points ever since. It's nothing dramatic but it pops to the eye on certain unicolor surfaces.
Should have asked this earlier, but I thought it was caused by my ancient graphics card. But this occures even with modern machines.
Re: blood decals (open-gl rendering)
Posted: Fri May 29, 2009 4:38
by Rachael
I'm going to go out on a limb here, and say this is something which most likely cannot be controlled. Of course, I have actually literally no experience programming in OpenGL, so my perception of this issue may be skewed, but I've seen this issue in many commercial games and have since considered it pretty much normal.
Re: blood decals (open-gl rendering)
Posted: Fri May 29, 2009 8:03
by Graf Zahl
Can you point me to a precise version when this changes? I have an idea what is different but I can't find anything in the source that explains the different behavior. So if you can give me the 2 versions between which it actually changed I could do a specific source comparison between them.
You can find all GZDoom versions that were ever released in the archive:
http://grafzahl.drdteam.org/gzdoom/archive
Re: blood decals (open-gl rendering)
Posted: Fri May 29, 2009 17:45
by simc
This happened when the offical verasion turned 1.0.32 -> 1.1.00.
The above screenshot is from 1.1.00, but it goes the same with the latest versions too. (Noticed that first with Win98SE+Riva128, then XP+NVidea, and now with Vista+NVidea)
Here's an other shot from 1.0.32:
Re: blood decals (open-gl rendering)
Posted: Fri Oct 02, 2009 23:46
by Graf Zahl
fixed.