wesleyjohnson
Forum Regular
Posts: 677
Registered: 04-09 |
What TimeOfDeath said is the direct result of what I said.
We are saying the same thing. I did the exact same thing in several places on FreeDoom Map13. It still could not cure all the line-of-sight problems (I only managed to move the transition to internal room sectors into hard to see corners).
The software renderer only will display a farther sector through the window between the max floor height and min ceiling height of closer sectors. It spends considerable code keeping track of this window for every drawseg. On sectors with sky ceilings there are some special rules, like the upper texture becomes F_SKY1. This is what blocks any view over the low ceiling sector and shows up as a floating plane of F_SKY1 obstructing the view of your building wall.
There is coverage of this subject in my document, Level Design patterns for Doom (http://doomlegacy.sourceforge.net/h...l_design_r3.txt). This is the result of extensive tests and examination of the code.
Several things can affect this. Boom deep-water effect, a OpenGL that does not cover the software renderer rules, and who knows what Zdoom might do. If any of these are part of this discussion then please inform us. Edit: transparent textures are drawn late, and will be drawn over any F_SKY1 upper texture plane.
I will look at your wjfail.zip (on another machine), but as I do not know what I am looking for, I probably only will see what I expect.
EDIT: looked at wjfail.zip. It is only two sectors. To see the effect I was describing requires three sectors, a high one, a low sky one, and then a higher sector. In wjfail, the player can see into the tall sector because the engine does not draw sky as a ceiling, but as a distant wall texture, and it does not draw the back-side of upper textures. If there was another tall sector, then you would see the front-side upper texture block the view of the distant tall sector.
Last edited by wesleyjohnson on 03-12-13 at 01:32
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