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Grimm

Tuti Fruti Textures

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Why is it that some textures glitch out and start spewing random pixels after you've use more than once or twice? For example, the STEP textures, that fire texture with the log thingies, and the small radiation sign.

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The step textures wont tile properly on walls greater than 16 in height, so the doom engine draws random rubbish.

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Also, this will happen to textures that are not powers of 2. Don't most ports have fixed that by now?

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did a little test and it works (automatically tiling all the wall) with zdoom, zdoomgl, edge and prboom but legacy still gives little pink line between each texture.

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So if I were to extend these textures into a power of 2 in Wintex, it wouldn't glitch out?

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boris said:

Also, this will happen to textures that are not powers of 2. Don't most ports have fixed that by now?

All except ZDoom :P

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In ZDoom, textures can be up to 254 pixels tall and will properly repeat if they are 1, 2, 4, 8, 16, 32, 64, or 128 pixels tall. These are special cases that were easy to fix. Other heights will still exhibit the "tutti-frutti" effect if they need to repeat.

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RTDscout said:

So if I were to extend these textures into a power of 2 in Wintex, it wouldn't glitch out?

You'd have to add another patch, probably, since if you extended a 24 height texture to 32, there'd be 8 units of nothing which Doom would probably display as an even worse case of tutti frutti.

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Cyrez said:

In ZDoom, textures can be up to 254 pixels tall and will properly repeat if they are 1, 2, 4, 8, 16, 32, 64, or 128 pixels tall. These are special cases that were easy to fix. Other heights will still exhibit the "tutti-frutti" effect if they need to repeat.

ZDOOM can be up to 2048 tall and that includes individual patches.

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