GoatAvenger Posted July 7, 2011 Been using XWE for texture/patch work, not sure what the issue is. I normally use GL mode so i had no idea for a while this problem existed, but if I ever release any wads I'd like them to be software compatible as well seeing as many people enjoy the classic feel and or don't have the means to utilize GL. Help much appreciated and sorry in advance if this has been covered before, I did a search and skimmed a bit, but found nothing. My best guess so far is it has something to do with the custom texture sizes. I hope this is not the case, but these specifically are 24Wx72H... 0 Share this post Link to post
tempun Posted July 8, 2011 GoatAvenger said:I hope this is not the case, but these specifically are 24Wx72H... ZDoom renderer brokenness. It requires textures height to be a power of two (like vanilla) for vertical tiling to work properly. Apparently Randy is with love with his renderer and refuses to fix it. Boom and its derivatives render it properly. 0 Share this post Link to post
phi108 Posted July 8, 2011 This is a bug I saw long ago a couple times. The screenshot below is in ZPack E1M2, the texture N5COMP4C is 72 tall. It only shows this problem in the software renderer, so I guess it's the power-of-2 problem. 0 Share this post Link to post
Quasar Posted July 8, 2011 I find it very bizarre that ZDoom still has this problem, especially given the fact it otherwise has such a flexible texturing system. The fix isn't that complicated, either. 0 Share this post Link to post
GoatAvenger Posted July 8, 2011 My best guess is it hasn't been fixed due to most people using openGL once it was available. The bug isn't there in openGL so... Anyway, thnx, for the help tempun. I suppose i'll have to try resizing textures or just say to hell with software mode. 0 Share this post Link to post
Graf Zahl Posted April 23, 2012 Quasar said:I find it very bizarre that ZDoom still has this problem, especially given the fact it otherwise has such a flexible texturing system. For those who are interested. It finally got fixed today. Quasar said:The fix isn't that complicated, either. I guess the reason was that ZDoom's column drawer was aggressively optimized for power-of-two textures. So in essence the new code to allow these textures can be considered a bit of a hack. 0 Share this post Link to post
D_GARG Posted April 23, 2012 havent seen this in GZDoom but zdoom has these problems, causing more problems in people's thoghts about how hard it is to add a texture :/ 0 Share this post Link to post
Graf Zahl Posted April 23, 2012 Not anymore. As I said, it was fixed today. GZDoom never had this problem because proper texture tiling is automatic with hardware rendering (unless you try to do strange things with your textures - which no Doom GL port does.) 0 Share this post Link to post