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Interpolate Textures

Posted: Mon Jul 27, 2009 11:41
by dark-slayer-201
Can Interpolation be added to textures like in jdoom?
Just as a gl feature, well mabe sw aswell, just see how it goes

Re: Interpolate Textures

Posted: Wed Jul 29, 2009 17:46
by wildweasel
What's the difference between interpolation and the current bilinear/trilinear filtering?

Re: Interpolate Textures

Posted: Wed Jul 29, 2009 22:08
by Rachael
He wants the animation interpolated.

Not impossible, but I don't see this being easy...

Re: Interpolate Textures

Posted: Thu Jul 30, 2009 10:35
by dark-slayer-201
i know it ain't very easy
but since it still can be done, i would like to see it done, instead of me continuing on making the textures fade between each other with photoshop and animdefs.

Re: Interpolate Textures

Posted: Thu Jul 30, 2009 12:36
by Rachael
Look, just because you "want" to see it done doesn't mean it will be done. I know Graf pretty well, and let me tell you a pretty well-known fact about him:

If he doesn't consider it worth his time, it doesn't get done. Period.

Re: Interpolate Textures

Posted: Sun Aug 02, 2009 15:51
by Enjay
Interpolated/blended animated textures can look very nice. timmie did it with ZdoomGL. However, he did it for all animated textures/flats and, IMO, it is certainly something that needs to be optional on a per-animation basis (via animdefs). Some things (mainly liquids) look really good "blending" but some other things (eg animated computers) can often look strange.

Re: Interpolate Textures

Posted: Mon Aug 10, 2009 12:10
by Tormentor667
Yeah, afaik, this interpolation thingie is also in the Doomsday engine and I always liked it. Making it optional though for certain textures via ANIMDEFS is the better way to go.

Re: Interpolate Textures

Posted: Tue Aug 11, 2009 6:44
by dark-slayer-201
i would like it on all textures, so it can also work on custom textures

Re: Interpolate Textures

Posted: Tue Aug 11, 2009 10:28
by Enjay
Naturally it would be available on all textures. What I would propose, if it was to be included, is a key word of some sort that can be used in ANIMDEFS. That way an end user/modder could use it on any texture/flat that he wanted to "interpolate" and not use it on textures/flats where the non-interpolated system was required. So, you could have a normally animated computer texture sitting next to a nice pool of blended nukage in the same WAD*. ie, the best of both worlds. :)


*I wish to point out that electronic equipment should not be placed near liquids unless it is specifically designed to be liquid tolerant. I cannot accept any liability for the damage to computers placed too near nukage pools and I do not recommend doing so. Any computer so placed is the responsibility of the person placing the computer. ;)

Re: Interpolate Textures

Posted: Tue Aug 11, 2009 13:48
by dark-slayer-201
Enjay wrote:Naturally it would be available on all textures. What I would propose, if it was to be included, is a key word of some sort that can be used in ANIMDEFS. That way an end user/modder could use it on any texture/flat that he wanted to "interpolate" and not use it on textures/flats where the non-interpolated system was required. So, you could have a normally animated computer texture sitting next to a nice pool of blended nukage in the same WAD*. ie, the best of both worlds. :)
ok, thanks
Enjay wrote: *I wish to point out that electronic equipment should not be placed near liquids unless it is specifically designed to be liquid tolerant. I cannot accept any liability for the damage to computers placed too near nukage pools and I do not recommend doing so. Any computer so placed is the responsibility of the person placing the computer. ;)
oops, too late, now laptop doesn't work...
dam nukage