MantisBT - Zandronum
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0002417Zandronum[All Projects] Bugpublic2015-08-26 06:422015-11-29 11:45
agaures 
Torr Samaho 
normalfeaturealways
closedwaiting for zdoom 
MircosoftWindows10
3.0-beta 
 
0002417: -Updated- 3D floors and fog
So this is sort of an update to my previous ticket. Transferred fog via 3d floors doesn't work properly in Zandronum 2.1.2 or 3.0 (3.0-alpha-150819-2351 as released on the forums).

Observations from 2.1.2 and 3.0 (observations also confirmed by Abbuw)

3.0 - Software render: Fog is not shown properly and instead acts like coloured sector lighting
3.0 - Hardware render: Same as above

2.1.2 - Software render: Same as above
2.1.2 - Hardware render: Nothing shown at all. (standard sector lighting/fog)

The file used has been attached.
Normal way of transferring fog (don't alter sector colour or anything else) using 3d floors. Doesn't matter what type it is (solid, water, non-solid etc) same results are produced.
Noclipping outside of the map and looking at the dummy sector from different distances shows that the fog is working correctly. The same results just aren't being transferred properly.
No tags attached.
? water borken.wad (4,008) 2015-08-26 06:42
/tracker/file_download.php?file_id=1634&type=bug
Issue History
2015-08-26 06:42agauresNew Issue
2015-08-26 06:42agauresFile Added: water borken.wad
2015-08-26 10:18DuskNote Added: 0013285
2015-08-26 10:18DuskStatusnew => feedback
2015-08-27 00:27agauresNote Added: 0013287
2015-08-27 00:27agauresStatusfeedback => new
2015-08-27 17:45Torr SamahoNote Added: 0013294
2015-08-28 07:50agauresNote Added: 0013300
2015-11-15 15:51Torr SamahoNote Added: 0013805
2015-11-15 15:51Torr SamahoStatusnew => feedback
2015-11-26 10:13agauresNote Added: 0013883
2015-11-26 10:13agauresStatusfeedback => new
2015-11-29 11:44Torr SamahoNote Added: 0013900
2015-11-29 11:45Torr SamahoStatusnew => closed
2015-11-29 11:45Torr SamahoAssigned To => Torr Samaho
2015-11-29 11:45Torr SamahoResolutionopen => waiting for zdoom

Notes
(0013285)
Dusk   
2015-08-26 10:18   
What about GZDoom 1.8.6?
(0013287)
agaures   
2015-08-27 00:27   
Yeah the same thing happens in GZDoom 1.8.6. looks like sector lighting.
(0013294)
Torr Samaho   
2015-08-27 17:45   
Which GZDoom version works properly for you?
(0013300)
agaures   
2015-08-28 07:50   
Interesting question. I tried 1.8.02 and my latest 2.1 which both produced the same result. Maybe it's something to do with the way i am creating it.

I should also point out that turning fog off in opengl doesn't change anything.
(0013805)
Torr Samaho   
2015-11-15 15:51   
Does this mean that the latest GZDoom version doesn't work as you expect it to?
(0013883)
agaures   
2015-11-26 10:13   
Correct, latest GZDoom produces the same results.
While searching around for similar problems i found that Graf said this:
"1. The engine cannot easily separate fog above and below a 3D-floor. The problem is not so much the actual rendering of the fog but the boundaries.
2. A sector's fade gets transferred to a blend when used in conjunction with 3D-floors."
(0013900)
Torr Samaho   
2015-11-29 11:44   
Ok, this is not a Zandronum bug then. So I'm closing this here. If you'd like the behavior to be changed, please request this at the GZDoom forum. If GZDoom makes changes in this direction, please let me know. Then we can talk about backporting the changes to Zandronum.