bradharding / doomretro

The classic, refined DOOM source port. For Windows PC.
https://www.doomretro.com
GNU General Public License v3.0
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[BRGHTMPS] Setting a brightmap entry for a midtexture with transparent bits gets funky #788

Closed rouncey closed 1 year ago

rouncey commented 1 year ago

Something very odd happens when I try to set a brightmap entry for a texture with transparent bits in it. Not sure how to really describe it except the texture just doesn't seem to "line up" properly?

I have a few pictures here demonstrating this. I'd like the candle texture's flame to be lit no matter what. Without BRGHTMPS you can see the texture is drawing normally, but with BRGHTMPS the texture's all weird (though the bits I want bright are in fact bright!)

(Without brightmap)

Without brightmap

(With brightmap)

With brightmap

(Closeup with brightmap)

Closeup with brightmap

bradharding commented 1 year ago

Unlike other source ports (Crispy, Woof, Interdoom), DR only supports brightmaps for wall textures. DR's BRGHTMPS only allows TEXTURE entries, but there are also SPRITE, FLAT and STATE entries.

Are you putting something like TEXTURE CANDA0 ...?

EDIT: And straight away I see it's a midtexture in the issue's title. Sorry, my bad. Let me think on this some more.

bradharding commented 1 year ago

All fixed in 15c4548cbcee4f72b0995a4d4c72e0c9ba362145! Thanks @iainrm!