Flat bleeding shader
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Flats will "bleed" into missing textures on upper/lower parts of a 2-sided linedef. GZDoom successfully replicates this behaviour in it's hardware renderer so there's no reason we can't do the same.
I imagine it will consist of passing the texture on the flat to the "missing texture shader" and calculate the texture coordinates based off a normal instead of the correct calculation?
Easy place to see this effect is just down the corridor on the left at the start of MAP14. The top edge of the window at the end has a missing texture. In software renderers and gzdoom's opengl renderer, the flat on the inside edge of the window bleeds onto the side.
I believe this is also use for the "Mordeth Bridge" effect seen in BTSX Map01