On 2005-08-31, David Damerell <damerell.RemoveThis@chiark.greenend.org.uk> wrote:
> Quoting Andre Majorel <cheney.RemoveThis@halliburton.com>:
> [Wide textures]
>>Well, this is interesting because there _are_ wads with textures
>>wider than 512. Eternal has a 1024 x 128 texture (1TESTER2) and
>>several have 1024-wide skies (Memento Mori 2, A Fistul of Doom,
>>Strain...).
>
> I'll try and remember, when I get home, to check to see if Eternal
> works with the DOOM.EXE I have.
>
> Your texture I presume is a single - um, I forget the word for the
> thingies textures are made out of - but is the Eternal one perhaps
> made out of several thingies none of which is wider than 256?
Nope, it's a single 1024-wide patch. One thing AD and 1TESTER2
do have in common is that they're transparent. Now look at this,
from Lee Killough's notes in Boom 2.02 :
Fixed Icarus MAP02 problem, which was a texture column offset
overflow. Doom only used 16-bit offsets for multipatched
texture column offsets, which was insufficient for Icarus.
Adding 5 bytes per column to Boom's multipatched columns, to
fix Medusa, made the 64K limit get exceeded in Boom when it
didn't in Boom. Fix was simple -- use 32-bit offsets.
Since the size of a column is proportional to the number of
opaque pixels in it, transparent textures could have more
columns. But don't quote me on this, I haven't checked with the
code.
> I can well believe sky textures are handled differently.
I think those I've seen were made of 256-wide patches. I've
tried a sky texture made of a 1024-wide patch once. It did work
with PrBoom but not with Doom. It didn't freeze, but it wasn't
rendered correctly :
http://www.teaser.fr/~amajorel/doom/patch1024.README
http://www.teaser.fr/~amajorel/doom/patch1024.wad.gz
--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: asafyqac.RemoveThis@ayers.com eqamuluq.RemoveThis@allison.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.
>> Stay informed about: Wide textures