- TEX1 is the simple texture
- TEX2 is the transparent overlay texture
- TEX3 / TEX4 are compositions (TEX4 only for TEXTURES)
[Stronghold] Texture Composing Issue
Moderator: Graf Zahl
- Tormentor667
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[Stronghold] Texture Composing Issue
We already talked about the problem in the Stronghold forum and I played around with some of the stuff today. Here is a ZIP with two PK3s, one in which I created the patch textures from PNGs via the new TEXTURES text lump, the other one from PNGs via TEXTURE1 lump, both including a MAP01 demo map.
- Attachments
-
- Demonstration.zip
- (21.13 KiB) Downloaded 43 times
- Graf Zahl
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Re: [Stronghold] Texture Composing Issue
What am I supposed to see here? You have to tell me at least how this is not correct.
- Remmirath
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Re: [Stronghold] Texture Composing Issue
Incorrect:

Correct:

In the first screenie you can clearly see that the midbars don't have a correct alpha channel.
The texture format is PNG.
In the second one it's fine.

Correct:

In the first screenie you can clearly see that the midbars don't have a correct alpha channel.
The texture format is PNG.
In the second one it's fine.
SoulPriestess wrote:Good job, Morpheus! You are teh awesum!
- Graf Zahl
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Re: [Stronghold] Texture Composing Issue
That's not a bug. If you use textures with transparent parts on one-sided walls the alpha channel gets disabled to avoid holes.
But in order to produce proper texture filtering I need to smooth the edges of the visible area so all transparent pixels neighboring a visible pixel get a color so that texture filtering looks good. But if you use such a texture on a one-sided wall all those smoothing pixels become visible. Solution: Don't use transparent textures on one sided walls!
I fixed the composition bug for TEXTURE1. That was caused by the GL texture copy function not being functionally identical to the one used for internal composition, The 2 methods just happened to call different methods for compositing.
But in order to produce proper texture filtering I need to smooth the edges of the visible area so all transparent pixels neighboring a visible pixel get a color so that texture filtering looks good. But if you use such a texture on a one-sided wall all those smoothing pixels become visible. Solution: Don't use transparent textures on one sided walls!
I fixed the composition bug for TEXTURE1. That was caused by the GL texture copy function not being functionally identical to the one used for internal composition, The 2 methods just happened to call different methods for compositing.
- Tormentor667
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Re: [Stronghold] Texture Composing Issue
I should have given more information on what I did in the map itself but considering that it's fixed now, I guess I can just scrap that 
