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That's the same in GZDoom, right? |
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It appears so. I cannot test with sprite billboarding as GZDoom does not support such a feature as I can find. Due to this, sprites aren't even visible at that angle. I did test with it prior to posting but I can not confirm it's a GZDoom renderer issue or a sprite billboarding issue. |
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Did you check "Options"->"Display Options"->"OpenGL Options"->"Preferences" ? There's the sprite billboarding x/y. |
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(0001933)
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Xenaero
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2011-07-23 20:33
(edited on: 2011-07-23 20:35) |
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I had not had the most updated version of GZDoom. It appears the issue is present in GZDoom as well, identical even. I assume this is an issue I must take up with the developers?
Having attached two images, straight up aiming, no sprites will display, albeit particles are not affected. Slightly adjust the angle downwards from the maximum above angle and sprites will show. Interesting?
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(0001937)
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Torr Samaho
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2011-07-24 00:40
(edited on: 2011-07-24 19:46) |
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Yes, this is something that should be fixed in GZDoom first. I vaguely remember this issue though. Probably Graf already commented on this in the past.
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(0001946)
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Gez
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2011-07-24 19:40
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It's pretty much not a bug. Sprites are vertical 2D objects. If you look at their "side", since they have no third dimension, they are perfectly flat and therefore invisible. This image shows what happens at an extreme angle; it should be easy to understand from it why a 90° angle results in invisible sprites with the default Y-billboarding.
Note that XY-billboarding avoids the invisibility issue, but doesn't necessarily look better for it, and also suffers from clipping bugs in the presence of translucent 3D floors. |
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Isn't this weird? From what I see in the image you posted, the XY billboarding should let you see the sprite no matter what inclination (the sprite will be obviously wrong, though), the Y billboarding behaviour is ok.
Just a curiosity: what happens if you fire a rocket up, then pause it, go up the rocket and see it down? |
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> Note that XY-billboarding avoids the invisibility issue.
It doesn't. That's the problem. |
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(0009091)
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Frits
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2014-06-11 18:35
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nope, still happens in the latest build of gzdoom. |
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As of GZDoom 4.7.1 the issue is resolved. Tested in both their Vulkan and OpenGL renderers. The explosion is still wacky but you see the rocket. |
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