[r1432] Patch blend alpha inconsistency

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MaxED
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[r1432] Patch blend alpha inconsistency

Post by MaxED »

Looks like alpha value of a Blend effect applied to TEXTURES path is inverted compared to ZDoom. Here are some examples:

Using this TEXTURES definition:

Code: Select all

Texture ATEX, 256, 256
{
	XScale 2.0
	YScale 2.0
	Patch ATEX, 0, 0
	{
		Blend "#00FF00", 0.1
	}
}
GZDoom:
Image
ZDoom:
Image


And using this TEXTURES definition:

Code: Select all

Texture ATEX, 256, 256
{
	XScale 2.0
	YScale 2.0
	Patch ATEX, 0, 0
	{
		Blend "#00FF00", 0.9
	}
}
GZDoom:
Image
ZDoom:
Image
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Gez
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Re: [r1432] Patch blend alpha inconsistency

Post by Gez »

Mmmh... What happens if you display that texture with DirectX by making it a full-screen graphics or a HUD weapon sprite?
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MaxED
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Re: [r1432] Patch blend alpha inconsistency

Post by MaxED »

Fullscreen graphics seem to be consistent. Here I replaced HELP graphic with this:

Code: Select all

Graphic HELP, 320, 240
{
	Patch ATEX, 0, 0
	{
		Blend "#50E94B", 0.9
	}
}
Image
Image
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Gez
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Re: [r1432] Patch blend alpha inconsistency

Post by Gez »

As I thought. The texture manager is common to both (contrarily to the renderer), so it's the same logic that is used for compositing. The discrepancy is actually in the truecolor-to-paletted conversion code, so it's a ZDoom bug.
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MaxED
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Re: [r1432] Patch blend alpha inconsistency

Post by MaxED »

I don't know the way (G)Zdoom's patch compositing logic works, but when I used one of Doom 2's patches (SLIME11), the problem was still there:

Code: Select all

Texture ATEX, 64, 64
{
	Patch SLIME11, 0, 0
	{
		Blend "#50E94B", 0.9
	}
}
Image
Image
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Gez
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Re: [r1432] Patch blend alpha inconsistency

Post by Gez »

I tell you, it's a ZDoom bug, not a GZDoom one. If ZDoom's renderer was in truecolor it would behave like GZDoom. There is no difference in the way the textures themselves are composited, the only discrepancy is in the way a blended texture get converted to paletted colors.
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MaxED
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Re: [r1432] Patch blend alpha inconsistency

Post by MaxED »

OK. Should I repost this at zdoom.org (or perhaps you can do it, because you have better understanding about what's going wrong here)?
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Gez
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Re: [r1432] Patch blend alpha inconsistency

Post by Gez »

"Moved" to ZDoom, so closing this as duplicate.
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