EDuke32 Changelog Unofficial archive

Build 2811

6 July 2012 · 2 commits by 1 author · SVN

Builds by month 112 builds

Original log file · 20120706-2811.txt
------------------------------------------------------------------------
r2811 | helixhorned | 2012-07-06 08:36:50 -0700 (Fri, 06 Jul 2012) | 16 lines

Polymer: factor out wall y panning coefficient calculation.

Non-pow2 wall/mask drawing in classic introduced cases where walls are
drawn "incorrectly" because they were constructed with the old behavior
in mind.  Polymer appears to "correct" for it partially, but doesn't cover
all cases.  Specifically, now we have:
 - E1L1 first inside secret room (5000, 50000): Polymer draws like Duke 1.5,
   classic now draws with an offset.
 - E3L2 near the vault (-20000, 25000): both classic and Polymer draw with
   offsets compared to Duke 1.5, but they're different!

This means that more research is needed into what makes these two cases
diverge, even though both have the same root cause.

!!! Also, mappers should abstain from using non-power-of two textures on
    walls until this issue is resolved in a satisfactory fashion !!!
------------------------------------------------------------------------
r2810 | helixhorned | 2012-07-06 08:36:46 -0700 (Fri, 06 Jul 2012) | 6 lines

Classic: fix glitches where stuff would be drawn transiently on sect change.

This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors,
but instructed the base drawrooms inside yax_drawrooms to not correct the
passed sectnum.  Therefore, stuff would get drawn wrongly when passing
sector boundaries, like from the platform to the rails in trueror1.map.
------------------------------------------------------------------------
Polymer FixEngine

factor out wall y panning coefficient calculation.

Philipp Kutin (Helixhorned) 6 Jul 2012, 08:36 UTC−7 r2811

Non-pow2 wall/mask drawing in classic introduced cases where walls are drawn "incorrectly" because they were constructed with the old behavior in mind. Polymer appears to "correct" for it partially, but doesn't cover all cases. Specifically, now we have: - E1L1 first inside secret room (5000, 50000): Polymer draws like Duke 1.5, classic now draws with an offset. - E3L2 near the vault (-20000, 25000): both classic and Polymer draw with offsets compared to Duke 1.5, but they're different! This means that more research is needed into what makes these two cases diverge, even though both have the same root cause. !!! Also, mappers should abstain from using non-power-of two textures on walls until this issue is resolved in a satisfactory fashion !!!

Classic FixEngine

fix glitches where stuff would be drawn transiently on sect change.

Philipp Kutin (Helixhorned) 6 Jul 2012, 08:36 UTC−7 r2810

This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors, but instructed the base drawrooms inside yax_drawrooms to not correct the passed sectnum. Therefore, stuff would get drawn wrongly when passing sector boundaries, like from the platform to the rails in trueror1.map.