mirror of
https://github.com/ZDoom/raze-gles.git
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51eb2c7cd3
engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere') git-svn-id: https://svn.eduke32.com/eduke32@1760 1a8010ca-5511-0410-912e-c29ae57300e0
66 lines
3.1 KiB
Text
66 lines
3.1 KiB
Text
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Sector-like clipping for sprites
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Sprite picnums can be assigned to a bunch of connected sectors so that
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clipping against these sprites will work as if it is carried out on the
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associated sectors. For this, files named _clipshapeX.map (where X is
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in 0..9) should be present at program start time. Every such map must be
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built to certain rules, and loading many of them has the same effect as
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loading a single map with all sectors/walls/sprites thrown together.
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* Every sector that contains at least one white wall is considered an "outer" sector.
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Conversely, sectors with only red walls are "inner" (clipping) sectors.
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* Sprites in outer sectors are ignored.
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* To associate a picnum with a bunch of sectors, place a sprite with that picnum in
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some inner sector of the lot. At the end stage of editing, align the sprite so that
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the model matches the sectors well. See samples/_clipshape_.map for examples.
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* A picnum may be associated with many "layers" (called "indices" in the code) of
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sectorwork. This serves two purposes: one is to enable more complex shapes than
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would be possible using only one sector. The other reason is that a sprite may differ
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in orientation in such a way that it is not possible to calculate one from another.
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In particular, floor-aligned sprites and face/wall sprites should have their own
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sector versions (of course only if they are intended to be used in a particular
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orientation).
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* The sprites in inner sectors should point northward and should not have any orientation-
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changing bits like x-flip or y-flip set. Setting centering and a custom size is permitted,
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though.
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* A set of picnums can be aliased to a layer. This is useful if "secondary" picnums
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are going to be used as decoration, for example. For this, set lotags and/or hitags
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of any wall of an inner sector to the picnums to be aliased to layer containing the wall.
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If only one of them is set, it is taken as a picnum, otherwise as a both-sided inclusive
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range, the order doesn't matter. The pigcop tank is present as an example in
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samples/_clipshape_.map. If a picnum has multiple layers, it is advisable to set the same
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lotags/hitags for each layer. Note that you do not need to set tags unless you intend to
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have more than one picnum to share a clipping shape.
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* The inner sectors of a given layer must be all interconnected (not necessarily directly)
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and for a layer there must be a unique outer sector.
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* Making the floor or ceiling of a sector parallaxed will disable clipping on it in certain
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ways. Normally, there are four horizontal clipping planes per inner sector (see the round
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table for an example). Making the ceiling parallaxed disables the upper two, and analogously
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for the floor.
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* Making a sprite transparent will disable rotation around its origin to match a given sprite's
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angle. Use it on models with rotational symmetry.
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Notes:
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------
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* The clipping will not change with rendering modes or options.
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Predicted bugs:
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---------------
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* Clipping may not work across playing map sector boundaries, especially with large sprites.
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--Helixhorned
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