UltimateZoneBuilder/Tests/Textures/Medricel/Docs/Textures - Bugs.txt

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FEATURE SUGGESTIONS
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ForcePallete
Forces the texture/patch to be restricted to the game
pallete. Useful for blends that look good in software,
but turn out really bad in GL.
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Bugs with TEXTURES definitions:
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* The Desaturate translation does nothing.
!* Desaturate requires parenthesis or else ZDoom will crash.
=* There is an additional required number for Desaturate that
has no effect.
=* 0-255 Integer RGB values for Blend are read as hexadecimal
when the list is enclosed in quotation marks.
!* Integer values 100-249 cause ZDoom to crash when used.
This is possibly related to the hexadecimal bug above.
This only affects the Red value, when the list is surr-
ounded by quotes.
!* Integer values 6-36 cause ZDoom to crash when used in a
Blend statement. This only applies to a list that is not
surrounded by quotes, and only the Red value.
* Hexadecimal values load as a single string ("8080FF"), but
are not displayed properly.
=* Named translations do not respect patch transparency.
This bug manifests itself differently in ZDoom than in
GZDoom. In GZ, it happens all the time. In ZD, it only
occurs when the patch interacts with a patch with a
Style value other than Copy.
=* Blends also do not respect patch transparency.
!* Using out-of-range pallete indexes in translations causes
ZDoom to crash.
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Functioning Styles:
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Add
Functions completely as expected.
Subtract
Inverts patch, Applies Multiply? Blend on Patch
ReverseSubtract
Inverts underlying image, Applies Multiply? on Patch
* Lower Alpha values make the overall result darker, for
some reason.
Modulate
*? Unaffected by Alpha. Algorithm unknown.
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Broken Styles:
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Copy
Appears to do nothing, even with 0.5 Alpha
CopyAlpha
Alpha does nothing. In software mode, seems to cause
some kind of color distortion. Looks exactly like Copy
when in GZDoom GL mode. (GZ r248)
CopyAlpha also triggers the transparency bug with
translations
Blend
Bad syntax error
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Other:
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Multiple translations must be induvidually quoted
( "a:b=x:y", "e:h=l:o" ) in order to function properly.
Styles do not affect other world textures. All styled
Patches are automatically blended against black if there
is no underlying image data.