Bug #62
Halo clipping vs. masked walls
Description
For example in E1M3, around the nukage pool.
Halos look really bad when they're visible between
the ceiling and the top of the masked walls.
Labels: Graphics
History
#1 Updated by yagisan over 17 years ago
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bump - whats happening here ?
#2 Updated by danij over 17 years ago
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This is an interesting problem. If we really want to handle this properly we will need a LOS test that can cast a ray through a perspective projected texture. Test to see if the covering texels of the lumobj origin are clipped by an opaque pixel in the masked wall.
I wonder if it might be better to rethink our approach with this. If instead we encoded lumobj origins into the accumulation buffer we could then cross reference with the z buffer and add halos as a post processing step.
#3 Updated by skyjake over 15 years ago
Wait for 2.0 renderer.