Odd problem with matrox G450 in GL mode:
p_glTranslatef(sprite->x,sprite->y,sprite->z);
I hacked a fix but am not sure WHAT I did.
p_glTranslatef(sprite->x,(sprite->y+0.04),sprite->z);
Reference:
static void gld_DrawSprite(GLSprite *sprite)
{
gld_BindPatch(sprite->gltexture,sprite->cm);
p_glMatrixMode(GL_MODELVIEW);
p_glPushMatrix();
p_glTranslatef(sprite->x,sprite->y,sprite->z);
p_glRotatef(inv_yaw,0.0f,1.0f,0.0f);
if(sprite->shadow)
{
p_glBlendFunc(GL_DST_COLOR,
GL_ONE_MINUS_SRC_ALPHA);
//p_glColor4f(0.2f,0.2f,0.2f,(float)
tran_filter_pct/100.0f);
p_glAlphaFunc(GL_GEQUAL,0.1f);
p_glColor4f(0.2f,0.2f,0.2f,0.33f);
}
else
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Yes I see this too. I'm assuming it's because the sprites
in Doom overlap the floor slightly in software mode (i.e.
the sprites are taller than the monster, to allow the
monsters' feet to stick forward on the floor tiles, kindof
- they'd look like they were on tiptoe otherwise).
This is a visual effect that may be tricky to duplicate in
GL mode, perhaps if we slanted the sprites (or bottom 1/4
of the sprites, or something)?
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When I set the number above the 'problem' was not
noticeable to me unless I crafted a special level that let
me look at their smelly feet. ;-)
If not too much trouble you could add an up/down offset to
a config somewhere in case .04 was not compatible with a
different vid card than a Matrox G450.
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I will make it configureable.
Florian
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This problem exists for the NVIDIA g-force-2 card also.
I added the fix, but the number .04 was too much for the
g-force-2 card I changed it to .03 and it looked better. A
configureation variable in glboom.cfg would be just the
ticket for this fix.
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I made item height out of the floor value configable in the Options
General menu. And the default value is different for GL and non GL
compile modes.
The included patch file also fixes the Mandrake 9.1 NVIDIA
compatiblity problem and completes the incomplete patch for
Countable Item sprite colors on the map with the IDDT IDDT option
turned on. All of the configurable values are accessable from the
Options menu right in the game. See the patch file for the White
textures in Mandrake 9.1 bug #742103 that is designed to modify
prboom-2.2.3.tar.gz Just copy the patch file into the prboom-2.2.3/src
directory and patch it there.
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Instructions for applying the patch file:
1. Go to prboom bug number 742103 and download the patch file
named MeadPrboom2.2.3.patch
2. Type tar -xzf prboom-2.2.3.tar.gz to expand the prboom-2.2.3.tar.gz
file and copy the patch file to the generated prboom-2.2.3/src directory
3. Go to the prboom-2.2.3/src directory and type:
patch -p0 <MeadPrboom2.2.3.patch
4. go up one directory and recompile
cd ..
./configure --enable-gl
make clean
make
su
password
make install
That should do it. Enjoy
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Should this be closed?
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Should this be closed?
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Yes this item may be closed. We added a fix for this about 3-months
ago. The 2.2.4 release has the patch included. I believe they also
included it into the 2.3.0 release, but I am not sure.