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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?
The text was updated successfully, but these errors were encountered:
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
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?
The text was updated successfully, but these errors were encountered: