They may be a viable option to make normal stairs look better, since they will work in opengl without crashing the game when running in software mode.hotdog003 said:No, you just get invisible slopes. :P
Nope, they don't work like that, I don't think you can put them over a set of stairs.GB250 said:They may be a viable option to make normal stairs look better, since they will work in opengl without crashing the game when running in software mode.hotdog003 said:No, you just get invisible slopes. :P
Nope, it has to do some kind of crazy loop to make a slope, which slows down other stuffs.Shadow Hog said:I'm not sure why they would lag so much, anyway. I mean, isn't it just simply tossing in one or two extra polygons, anyway? OpenGL could handle that easily in any other engine...
Dunno.. nobody knows..Sik said:I can understand it in raycasting rendering, but slopes are only working in OpenGL, which uses polygons instead of render like a raycasting engine... Who made that code?
Wait... Is it because the quantity of walls isn't the same always, and the loop is for calculate the morph of the polygons? Anyways, that's supposed to be done at the beginning of the level... Unless it's redone each frame :?
Isn't easier replace that code with one that simply adds an extra polygon which is sloped??? (the floor will stay hidden under it and nobody will be able to see it, then)SSNTails said:Yeah, i always thought the hardware renderer was kind of set up pretty weird, and it isn't set up to easily add Y heights to floor polygons.
Play the original Doom. Ever noticed that you can't aim up or down, jump, or go up a slope? That's be cause there weren't any slopes, because the original Doom engine diddn't support the Z axis at all. Hence the name "ZDoom," a mod of the game that puts in that Z axis, making it more like a modern shooter.Roboashura said:Yes.