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>> No.4875152 [View]
File: 368 KB, 640x480, BillboardAxes.png [View same] [iqdb] [saucenao] [google]
4875152

>>4875017
That has nothing to do with what's being talked about.

>> No.3526875 [View]
File: 368 KB, 640x480, BillboardAxes[1].png [View same] [iqdb] [saucenao] [google]
3526875

>>3526863
>>3526853
>>3526846
>>3526840
they're talking about sprite billboarding.

>> No.3131958 [View]
File: 368 KB, 640x480, BillboardAxes.png [View same] [iqdb] [saucenao] [google]
3131958

>>3131948
wait why not FORCEYBILLBOARD sprites, it'll have to be in gzdoom since it's a model anyway. voxels are software and hardware safe but i suspect their performance isn't great, unless you could perhaps have a 1 voxel model and stretch it vertically.

is the performance actually worse with those?

if it comes down to just the appearance, but it offers better performance compared to the models, could have 3d up close and sprites out far

>> No.1755035 [View]
File: 368 KB, 640x480, BillboardAxes[1].png [View same] [iqdb] [saucenao] [google]
1755035

>>1754964
Well, what source port are you using? ZDoom or GZDoom?

If it's ZDoom, then sprites are billboarded to your viewpoint. They'll just look like they're crawling on the ground or something. If it's GZDoom, you can choose whether they'll be paper or plastered.

As for distortion, that's usually only for level geometry. You'll notice that you can't look all the way down or up in ZDoom vs GZDoom, and edges of some stuff when mouselooking get stretched like you were looking at them with your peripheral vision.

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