Polymer Deficiencies: Difference between revisions
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				Helixhorned (talk | contribs)  add one translucent tror boundary issue  | 
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**Models disappearing from view  | **Models disappearing from view  | ||
**Lights affecting sprites through walls  | **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.  | |||
Revision as of 00:52, 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.