Polymer Deficiencies: Difference between revisions
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Helixhorned (talk | contribs) add one translucent tror boundary issue |
Helixhorned (talk | contribs) add mapster32 issue |
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*Translucent/masked-out texels of sprites draw incorrectly in front of translucent TROR boundaries (may be multiple issues) | *Translucent/masked-out texels of sprites draw incorrectly in front of translucent TROR boundaries (may be multiple issues) | ||
#Non-hightile, lighting enabled: in trueror1.map, shoot with the chaingun at the TROR water. The water will not show where the splash texture has masked-out texels. Bug disappears with lighting disabled. | #Non-hightile, lighting enabled: in trueror1.map, shoot with the chaingun at the TROR water. The water will not show where the splash texture has masked-out texels. Bug disappears with lighting disabled. | ||
*Mapster32: sector visibility doesn't get updated on the walls, may have in-game implications. http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__161649 |
Revision as of 00:55, 12 June 2013
This is a list of problems in the Polymer renderer that need to be fixed. Plagman is master of everything Polymer.
- certain major optimizations remain to be done (the sole issue is lack of time)
- implement new sky support; would solve:
- limited to one skybox
- level geometry is displayed through skyboxes when it should not
- showview command does not work
- changing skies at runtime
- no voxel support
- doesn't save known good geometry in savegames for use as a fallback when map effects become corrupt, revealing errors that otherwise would be avoided
- not hooked up to TX's Sector Effector-based ROR (which remains useful for retrofitting existing maps)
- polymer does not modify roll when transforming HUD models during changes to rotscrnang (per polymost).
- ATI cards cast no shadows with any spotlights.
- Better sprite/model sector tracking; would solve:
- Models disappearing from view
- Lights affecting sprites through walls
- Translucent/masked-out texels of sprites draw incorrectly in front of translucent TROR boundaries (may be multiple issues)
- Non-hightile, lighting enabled: in trueror1.map, shoot with the chaingun at the TROR water. The water will not show where the splash texture has masked-out texels. Bug disappears with lighting disabled.
- Mapster32: sector visibility doesn't get updated on the walls, may have in-game implications. http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__161649