Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Flat bleeding shader #29

Open
jmickle66666666 opened this issue Dec 25, 2017 · 1 comment
Open

Flat bleeding shader #29

jmickle66666666 opened this issue Dec 25, 2017 · 1 comment
Labels

Comments

@jmickle66666666
Copy link
Owner

Flats will "bleed" into missing textures on upper/lower parts of a 2-sided linedef. GZDoom successfully replicates this behaviour in it's hardware renderer so there's no reason we can't do the same.

I imagine it will consist of passing the texture on the flat to the "missing texture shader" and calculate the texture coordinates based off a normal instead of the correct calculation?

@jmickle66666666
Copy link
Owner Author

Easy place to see this effect is just down the corridor on the left at the start of MAP14. The top edge of the window at the end has a missing texture. In software renderers and gzdoom's opengl renderer, the flat on the inside edge of the window bleeds onto the side.

I believe this is also use for the "Mordeth Bridge" effect seen in BTSX Map01

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

1 participant