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Smart sprite clipping finetuning

Posted: Wed Jan 27, 2010 23:13
by Gez
While the "smart" setting for sprite clipping is often the best, there are a few actors on which it fails. A good example is SmallBloodPool, which is completely invisible in GZDoom unless sprite clipping is set to be always adjusted. I've thought that an alternate condition for smart adjustment could simply be based on the object's height, something very small -- say, less than ten units -- would qualify.

Now with this patch, tiny decorations like the blood pool show again, without having to set clipping to always; which doesn't look good for taller decorations such as lamps and trees.

That said, there might be better ways to address this issue. The best might be to use the sprite's own size: if, say, more than 1/4 of it would be hidden by the clipping, then adjust.

Re: Smart sprite clipping finetuning

Posted: Mon Mar 01, 2010 15:32
by Gez
I have created my own clipping setting with which I am rather satisfied, personally. Small actors no longer disappear entirely. For larger actors, the choice is no longer between blatantly hovering above the ground or blatantly being cut, since clipping for them is reduced rather than removed. Here's the status of my code at the moment, for reference. I might continue to tweak or adjust it slightly, if I notice some problems.

Re: Smart sprite clipping finetuning

Posted: Mon Mar 01, 2010 22:21
by NeuralStunner
Nice work. Your previous adjustment works very well. The dead trees in Hexen no longer seem to "rise" as the branches hit the ground. The final frame of a gibbed Ettin still clips about halfway halfway into the floor, and there's a noticable shift from the frame previous (which is adjusted nicely up from the floor.) It's not near as bad as it was before (75% or so). I haven't noticed anything else clipping that badly, (except the gibbed Centaurs, which are actually fine now,) so I expect this is the only sprite with so much of its area below the "base line".

I also haven't noticed any ceiling-hung sprites looking too terrible.

Re: Smart sprite clipping finetuning

Posted: Mon Mar 01, 2010 23:11
by Gez
I mostly tested Doom (of course), Heretic and Strife, didn't look at Hexen much.

Mmh, pottery still clips too much.

Re: Smart sprite clipping finetuning

Posted: Fri Mar 19, 2010 1:18
by NeuralStunner
Frozen Centaurs also still clip into the floor very badly.

Re: Smart sprite clipping finetuning

Posted: Thu Jan 06, 2011 14:10
by Blue Shadow
Could there be a way to override whatever setting you have set this to for certain actors?