cph
Junior Member
Posts: 208
Registered: 05-00 |
Ok, I've done some experiments and it's time to correct my previous reply. It's not as simple as breaking it up into <255 posts, as all posts are offset relative to the top of the texture by at most 254. So a patch can't be more than 254+255 high. (I was thinking offsets were relative to the previous post, which would make more sense, but alas not).
I was also wrong about forcing multi-patch columns as a solution; it could work but because Boom constructs columns correctly, R_GenerateComposite will write junk into the column in order to put the end-of-posts marker in place.
You can get arbitrarily tall 1S line textures by cheating, by just writing a post longer than the post header says (i.e. have one post header record, with delta = 0xff to indicate last post, length 0, then just put 1024 or however many bytes of pixels following - Boom assumes that single-patch columns have only one post per column and of the correct length, so it just works). I can put up a wad to demonstrate this if anyone's interested.
Tall 2S textures are a different kind of problem as I said, masked texture rendering obeys the post length field. You can do up to 254+255 with multiple posts in a single patch as noted above, not sure if there's any way to exceed that without some really bad cheating.
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