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[Stronghold] Texture Composing Issue
Posted: Tue Oct 20, 2009 18:52
by Tormentor667
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.
- TEX1 is the simple texture
- TEX2 is the transparent overlay texture
- TEX3 / TEX4 are compositions (TEX4 only for TEXTURES)
Maybe that helps solving the problem.
Re: [Stronghold] Texture Composing Issue
Posted: Tue Oct 20, 2009 21:31
by Graf Zahl
What am I supposed to see here? You have to tell me at least how this is not correct.
Re: [Stronghold] Texture Composing Issue
Posted: Tue Oct 20, 2009 22:03
by Remmirath
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.
Re: [Stronghold] Texture Composing Issue
Posted: Tue Oct 20, 2009 22:25
by Graf Zahl
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.
Re: [Stronghold] Texture Composing Issue
Posted: Wed Oct 21, 2009 11:57
by Tormentor667
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
