Line Particles Rendering
I don't know is it a feature, but looks like a bug. The line type particles with additive blending option have a strange behavior. They're rendering additive against world and themselves, but not against other particles.
That rendering issue is dday version and video card independent.
Current screenshot from Win 7 x64/ NV GTX480/ dday 1.12.2
and a log file
That rendering issue is dday version and video card independent.
Current screenshot from Win 7 x64/ NV GTX480/ dday 1.12.2
and a log file
Application path: C:\Program Files (x86)\Doomsday\Bin\Doomsday.exe
Enabled log entry level: MESSAGE
Created a new 32.0 MB memory volume.
Config::read: modules/Config matches version [ 2, 0, 0, 1036 ]
Executable: Doomsday Engine 1.12.2 (Stable 32-bit #1036) Nov 2 2013 14:49:23.
Command line (14 strings):
0: ..\Bin\Doomsday.exe
1: -basedir
2: C:\Program Files (x86)\Doomsday/
3: -file
4: C:\Users\d.nikiforov\Dropbox\HUD_Mage_v1.21.pk3
5: -sfxchan
6: 16
7: -notexcomp
8: -game
9: hexen
10: -iwad
11: C:\Program Files (x86)\Steam\steamapps\common\Hexen\base\HEXEN.WAD
12: -userdir
13: Z:\Documents\Doomsday Frontend\runtime/
Loading shader definitions from read-only archive entry "data/shaders.dei" at path "/data/
doomsday.pk3/data/shaders.dei" (out of archive in read-only native file "(basedir)\data\
doomsday.pk3")
Initializing plugins...
Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot
load library C:\Program Files (x86)\
Doomsday\Bin\plugins\audio_openal.dll:
loadPlugin: Did not load "/bin/audio_openal.dll" ([LoadError] (Library::Library) Cannot
load library C:\Program Files (x86)\Doomsday\Bin\plugins\audio_openal.dll:
).
(id:1) dehread
(id:2) doom
(id:3) heretic
(id:4) hexen
(id:5) wadmapconverter
Starting GuiApp event loop...
Canvas: Gained focus.
OpenGL information:
Version: 4.4.0
Renderer: GeForce GTX 480/PCIe/SSE2
Vendor: NVIDIA Corporation
Capabilities:
Compressed texture formats: 23
Available texture units: 4
Maximum texture anisotropy: 16
Maximum texture size: 16384
Line width granularity: 0.125
Line width range: 0.5...10
OpenGL Extensions:
AMD extensions:
multi_draw_indirect
ARB extensions:
arrays_of_arrays, base_instance, blend_func_extended, buffer_storage,
clear_buffer_object, clear_texture, color_buffer_float, compatibility,
compressed_texture_pixel_storage, conservative_depth, compute_shader,
compute_variable_group_size, copy_buffer, copy_image, debug_output,
depth_buffer_float, depth_clamp, depth_texture, draw_buffers, draw_buffers_blend,
draw_indirect, draw_elements_base_vertex, draw_instanced, enhanced_layouts,
ES2_compatibility, ES3_compatibility, explicit_attrib_location,
explicit_uniform_location, fragment_coord_conventions, fragment_layer_viewport,
fragment_program, fragment_program_shadow, fragment_shader,
framebuffer_no_attachments, framebuffer_object, framebuffer_sRGB,
geometry_shader4, get_program_binary, gpu_shader5, gpu_shader_fp64,
half_float_pixel, half_float_vertex, imaging, indirect_parameters,
instanced_arrays, internalformat_query, internalformat_query2,
invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_bind,
multi_draw_indirect, multisample, multitexture, occlusion_query,
occlusion_query2, pixel_buffer_object, point_parameters, point_sprite,
program_interface_query, provoking_vertex, robust_buffer_access_behavior,
robustness, sample_shading, sampler_objects, seamless_cube_map,
separate_shader_objects, shader_atomic_counters, shader_bit_encoding,
shader_draw_parameters, shader_group_vote, shader_image_load_store,
shader_image_size, shader_objects, shader_precision, query_buffer_object,
shader_storage_buffer_object, shader_subroutine, shader_texture_lod,
shading_language_100, shading_language_420pack, shading_language_include,
shading_language_packing, shadow, stencil_texturing, sync, tessellation_shader,
texture_border_clamp, texture_buffer_object, texture_buffer_object_rgb32,
texture_buffer_range, texture_compression, texture_compression_bptc,
texture_compression_rgtc, texture_cube_map, texture_cube_map_array,
texture_env_add, texture_env_combine, texture_env_crossbar, texture_env_dot3,
texture_float, texture_gather, texture_mirror_clamp_to_edge,
texture_mirrored_repeat, texture_multisample, texture_non_power_of_two,
texture_query_levels, texture_query_lod, texture_rectangle, texture_rg,
texture_rgb10_a2ui, texture_stencil8, texture_storage,
texture_storage_multisample, texture_swizzle, texture_view, timer_query,
transform_feedback2, transform_feedback3, transform_feedback_instanced,
transpose_matrix, uniform_buffer_object, vertex_array_bgra, vertex_array_object,
vertex_attrib_64bit, vertex_attrib_binding, vertex_buffer_object, vertex_program,
vertex_shader, vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev,
viewport_array, window_pos, sparse_texture
ATI extensions:
draw_buffers, texture_float, texture_mirror_once
EXT extensions:
texture_env_add, abgr, bgra, bindable_uniform, blend_color,
blend_equation_separate, blend_func_separate, blend_minmax, blend_subtract,
compiled_vertex_array, Cg_shader, depth_bounds_test, direct_state_access,
draw_buffers2, draw_instanced, draw_range_elements, fog_coord, framebuffer_blit,
framebuffer_multisample, framebuffer_multisample_blit_scaled, framebuffer_object,
framebuffer_sRGB, geometry_shader4, gpu_program_parameters, gpu_shader4,
multi_draw_arrays, packed_depth_stencil, packed_float, packed_pixels,
pixel_buffer_object, point_parameters, provoking_vertex, rescale_normal,
secondary_color, separate_shader_objects, separate_specular_color,
shader_integer_mix, shader_image_load_store, shadow_funcs, stencil_two_side,
stencil_wrap, texture3D, texture_array, texture_buffer_object,
texture_compression_dxt1, texture_compression_latc, texture_compression_rgtc,
texture_compression_s3tc, texture_cube_map, texture_edge_clamp,
texture_env_combine, texture_env_dot3, texture_filter_anisotropic,
texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp,
texture_object, texture_shared_exponent, texture_sRGB, texture_sRGB_decode,
texture_storage, texture_swizzle, timer_query, transform_feedback2, vertex_array,
vertex_array_bgra, vertex_attrib_64bit, import_sync_object
EXTX extensions:
framebuffer_mixed_formats
IBM extensions:
rasterpos_clip, texture_mirrored_repeat
KHR extensions:
debug
KTX extensions:
buffer_region
NV extensions:
bindless_multi_draw_indirect, blend_equation_advanced, blend_square,
compute_program5, conditional_render, copy_depth_to_color, copy_image,
depth_buffer_float, depth_clamp, draw_texture, ES1_1_compatibility,
explicit_multisample, fence, float_buffer, fog_distance, fragment_program,
fragment_program_option, fragment_program2, framebuffer_multisample_coverage,
geometry_shader4, gpu_program4, gpu_program4_1, gpu_program5,
gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5, half_float,
light_max_exponent, multisample_coverage, multisample_filter_hint,
occlusion_query, packed_depth_stencil, parameter_buffer_object,
parameter_buffer_object2, path_rendering, pixel_data_range, point_sprite,
primitive_restart, register_combiners, register_combiners2,
shader_atomic_counters, shader_atomic_float, shader_buffer_load,
shader_storage_buffer_object, texgen_reflection, texture_barrier,
texture_compression_vtc, texture_env_combine4, texture_expand_normal,
texture_multisample, texture_rectangle, texture_shader, texture_shader2,
texture_shader3, transform_feedback, transform_feedback2, vertex_array_range,
vertex_array_range2, vertex_attrib_integer_64bit, vertex_buffer_unified_memory,
vertex_program, vertex_program1_1, vertex_program2, vertex_program2_option,
vertex_program3
NVX extensions:
conditional_render, gpu_memory_info, shader_thread_group
S3 extensions:
s3tc
SGIS extensions:
generate_mipmap, texture_lod
SGIX extensions:
depth_texture, shadow
SUN extensions:
slice_accum
WGL extensions:
EXT_swap_control
WIN extensions:
swap_hint
Extensions (WGL):
WGL extensions:
ARB_buffer_region, ARB_create_context, ARB_create_context_profile,
ARB_create_context_robustness, ARB_extensions_string, ARB_make_current_read,
ARB_multisample, ARB_pbuffer, ARB_pixel_format, ARB_pixel_format_float,
ARB_render_texture, ATI_pixel_format_float, EXT_create_context_es_profile,
EXT_create_context_es2_profile, EXT_extensions_string, EXT_framebuffer_sRGB,
EXT_pixel_format_packed_float, EXT_swap_control, EXT_swap_control_tear,
NVX_DX_interop, NV_DX_interop, NV_DX_interop2, NV_delay_before_swap,
NV_float_buffer, NV_multisample_coverage, NV_render_depth_texture,
NV_render_texture_rectangle
Initializing Render subsystem...
Setting up platform state...
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013.
Audio configuration (by decreasing priority):
CD: FMOD/CD
Music: FMOD/Ext
SFX: FMOD
Sfx_InitChannels: 16 channels.
Initializing Resource subsystem...
Initializing Texture subsystem...
Initializing Material subsystem...
Initializing InFine subsystem...
Initializing UI subsystem...
Locating "HACX - Twitch 'n Kill"...
Locating "Chex(R) Quest"...
Locating "Final DOOM: TNT: Evilution"...
Locating "Final DOOM: The Plutonia Experiment"...
Locating "DOOM 2: Hell on Earth"...
Locating "Ultimate DOOM"...
Locating "DOOM Registered"...
Locating "DOOM Shareware"...
Locating "Heretic: Shadow of the Serpent Riders"...
Locating "Heretic Registered"...
Locating "Heretic Shareware"...
Locating "Hexen: Deathkings of the Dark Citadel"...
Locating "Hexen"...
Locating "Hexen v1.0"...
Locating "Hexen 4-map Demo"...
Locating "Hexen 4-map Beta Demo"...
Loading game resources...
IWAD identification: 0166c805
loadCompositeTextureDefs: Loaded all 359 texture definitions from "C:\Program Files (x86)\
Steam\steamapps\common\Hexen\base\HEXEN.WAD:(basedir)\
TEXTURE1.lmp".
^ : Loaded all 1 texture definitions from "C:\Program Files (x86)\Steam\steamapps\common\
Hexen\base\HEXEN.WAD:(basedir)\TEXTURE2.lmp".
R_InitCompositeTextures: Completed in 0.2 seconds.
R_InitFlatTetxures: Completed in 0.009 seconds.
'ARTIPTN2' is not a valid sprite name, ignoring.
'ARTISOAR' is not a valid sprite name, ignoring.
'ARTIINVU' is not a valid sprite name, ignoring.
'ARTIPORK' is not a valid sprite name, ignoring.
'ARTIEGGC' is not a valid sprite name, ignoring.
'ARTISPHL' is not a valid sprite name, ignoring.
'ARTITRCH' is not a valid sprite name, ignoring.
'ARTIATLP' is not a valid sprite name, ignoring.
'ARTISUMN' is not a valid sprite name, ignoring.
'ARTIPSBG' is not a valid sprite name, ignoring.
'ARTISPED' is not a valid sprite name, ignoring.
'ARTIBMAN' is not a valid sprite name, ignoring.
'ARTIBRAC' is not a valid sprite name, ignoring.
'ARTITELO' is not a valid sprite name, ignoring.
'ARTIBLST' is not a valid sprite name, ignoring.
'ARTISKLL' is not a valid sprite name, ignoring.
'ARTIBGEM' is not a valid sprite name, ignoring.
'ARTIGEMR' is not a valid sprite name, ignoring.
'ARTIGEMG' is not a valid sprite name, ignoring.
'ARTIGMG2' is not a valid sprite name, ignoring.
'ARTIGEMB' is not a valid sprite name, ignoring.
'ARTIGMB2' is not a valid sprite name, ignoring.
'ARTIBOK1' is not a valid sprite name, ignoring.
'ARTIBOK2' is not a valid sprite name, ignoring.
'ARTISKL2' is not a valid sprite name, ignoring.
'ARTIFWEP' is not a valid sprite name, ignoring.
'ARTICWEP' is not a valid sprite name, ignoring.
'ARTIMWEP' is not a valid sprite name, ignoring.
'ARTIGEAR' is not a valid sprite name, ignoring.
'ARTIGER2' is not a valid sprite name, ignoring.
'ARTIGER3' is not a valid sprite name, ignoring.
'ARTIGER4' is not a valid sprite name, ignoring.
'ARTIHRAD' is not a valid sprite name, ignoring.
R_InitSpriteTextures: Completed in 1.2 seconds.
Parsing primary config "configs\hexen\game.cfg"...
B_BindCommand: Deleting binding 39, it has been overridden by binding 126.
Clearing binding context 'global'...
Clearing binding context 'deui'...
Clearing binding context 'console'...
Clearing binding context 'message'...
Clearing binding context 'chat'...
Clearing binding context 'shortcut'...
Clearing binding context 'gameui'...
Clearing binding context 'menu'...
Clearing binding context 'finale'...
Clearing binding context 'map-freepan'...
Clearing binding context 'map'...
Clearing binding context 'game'...
Parsing definition files...
readAllDefinitions: Completed in 0.093 seconds.
Definitions:
16 animation groups
5 composite fonts
8 finales
65 lights
11 materials
521 models
27 particle generators
39 songs
245 sound effects
300 sprite names
3018 states
13 surface decorations
162 text strings
4 texture environments
400 things
buildSprites: Completed in 0.048 seconds.
R_InitSprites: Completed in 0.048 seconds.
Models_Init: Completed in 1.43 seconds.
Parsing SNDINFO...
SN_InitSequenceScript: Registering sound sequences.
Failed locating image resource for "Particle40".
Hexen
Loading map "MAP01"...
World::loadMap > WadMapConverter: Recognized a Hexen format map.
Map: Pruned 282 vertexes (0 equivalents, 282 unused).
^ : Geometry bounds:[(-3648, -2336)->(472, 2880) size:(4120, 5216)]
^ : Line blockmap dimensions:(33, 41)
^ : BSP built: 1036 Nodes, 1037 Leafs, 5098 Segments and 596 Vertexes.
Tree balance is 20:28.
^ : BSP built in 0.27 seconds.
^ : Mobj blockmap dimensions:(33, 41)
^ : Polyobj blockmap dimensions:(33, 41)
^ : BSP leaf blockmap dimensions:(33, 41)
Current map elements:
1971 Vertexes
1770 Lines
12 Polyobjs
400 Sectors
1036 BSP Nodes
1037 BSP Leafs
Map::initNodePiles: Completed in 0 seconds.
P_PtcInitForMap: Completed in 0 seconds.
PO_InitForMap: Initializing polyobjects.
Map::initSkyFix: Completed in 0 seconds.
Precaching completed in 0.87 seconds.
Rend_RadioInitForMap: Completed in 0.005 seconds.
Map::initBias: Completed in 0 seconds.
Sector #68 is unclosed near (-2496, 1493).
Sector #69 is unclosed near (-2090, 976).
Sector #174 is unclosed near (-824, -608).
Sector #295 is unclosed near (-2182, 2035).
Map 1 (1): WINNOWING HALL
Canvas: Lost focus.
^ : Gained focus.
^ : Lost focus.
^ : Gained focus.
^ : Lost focus.
^ : Gained focus.
Stopping GuiApp event loop
GuiApp event loop exited with code 0
Shutting down the console...
Z_Shutdown: Used 1 volumes, total 33554432 bytes.
Restoring original display mode due to shutdown.
Canvas: Lost focus.
Comments
Particles aren't rendered at all behind wall textures that have translucency ; they have never been as far as I am aware. Dynamic lights and halo's appear to be.
The only way to currently have a wall texture with translucency, is an external graphic replacement; a png or similar in the textures folder, which is relatively obscure.
But Boom has a translucency linetype, which will make this oversight more apparent in future; a mapper can choose to make any wall on their map translucent.
Deng Team will be considering whether there is an efficient enough method available these days, to use in the new renderer and associated new particle system, that doesn't have this limitation.