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@eevee
Created September 21, 2016 00:25
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notes on remaining work on 3d floors
  • 3d floors
    • somewhat critical problem: ordering 3d floors by height means that the selection changes if you mousewheel the height above/below another floor
      • maybe i should get rid of the duplicated extra_floor_t struct and instead give each sector just a list of the control sectors, then identify by those instead of index?
      • could still stay sorted, even
      • it IS possible to have the same control sector mapped to two 3d floors, though. but is that ever useful??
      • i really wish i had faux flat/wall objects
        • i REALLY WISH i could just pass around sector pointers and bail if they're bogus??
    • can't highlight or select an inner flat of a 3d floor
    • mousewheel to change a regular ceiling height is super slow in my dump3 map; i think the full mapspecials thing is too expensive
      • may need to do actual incremental updates in this branch, right now! OH NO
    • there was some kind of problem i had... but i don't remember it now... something to do with modifying 3d floors in realtime...
    • currently most of the properties are drawn from the wrong place, e.g., floor/ceiling should use the control sector's offsets and rotations and whatnot
      • for the most part, the only property of the target sector that's actually used is its geometry
    • don't draw walls between adjacent chunks of the same 3d floor
    • why do i keep popping out of 3d mode?? (hasn't happened in a while) (started happening again after i added lighting code)
    • need to sort translucent flats by distance, i think
      • make a stack of several floors in a test map and see what happens
    • with flats_use_vbo off, slopes aren't rendered. oops! seems straightforward, in renderFlat.
    • support palette blends
    • make sure transferring the sector color is correct?
    • handle light effects
      • flats: need to propagate downwards to next floor
      • walls: may require splitting quads, ouch (but would make partial wall light trivial)
    • draw walls on two-sided lines!
      • support upper/lower flag as well
    • fix selection to have a way to refer to a certain 3d floor section of a line or sector
      • currently selection is unstable, since you can change the order of the floors, oops!
    • sector info overlay still needs work
      • says "ceiling texture", "ceiling height", etc when looking at a floor; is that right?
      • flat lighting is wrong (i think mapspecials should intervene here)
      • doesn't know about "flat plane at ceiling height"
      • should probably show floor type?
      • haven't touched walls at all and not sure how that should even work
    • make all the keybindings do the right thing when highlighting a 3d floor
      • changing wall texture, offset, scaling
      • changing flat texture, panning, scaling
      • resetting
      • changing flat height, wall height
        • for flat height, should understand "flat plane at ceiling height"
      • changing linked lighting -- consider flags
      • changing unlinked lighting
      • auto-align (!!!)
      • floodfill selection
    • did i break the errory rendering of a missing flat? can you have a missing flat
    • support vavoom floors?? can i even find an example of them? their wiki has been broken for ages...
    • STILL some bizarre rendering errors
      • first time in 3d mode, inside of this floor doesn't render; second time, it does?? what?
      • ONCE ONLY, i still got fucked-up VBOs when switching back to 2D mode, sigh
        • i've seen this during normal usage too!
      • some sectors (/without/ 3d floors!) don't have textures
      • modifying sectors in 3d mode can corrupt the polygons in very strange ways, presumably vbos getting crossed
      • 3D floors are now flickering between light levels, what on earth
        • is it trying to draw the inside AND outside flats, and they're fighting?? how does DRAWBOTH work?
      • when moving mouse from one 3D floor to another, highlight briefly flickers to the floor of the actual sector rather than the 3D floor
      • 2D mode doesn't always correctly update VBOs when deleting a sector (or possibly while creating a new one, etc)
    • fix all remaining TODOs!
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