Difference between revisions of "Polymer Deficiencies"

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(add one translucent tror boundary issue)
(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 01:55, 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)
  1. 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.