OpenGL Sprite Billboarding
Should work on both normal and precipitation sprites. Sprites that are split by lighting should work correctly. (Papersprite parts that stopped it compiling were removed from this commit, I'll create an MR for the papersprites branch if needed).
Main topic of discussion for this is probably whether a cvar is desired. Might be more necessary for vanilla since looking up/down by will is a thing.
A cvar has been added.
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mentioned in merge request KartKrew/Kart-Public!138 (closed)
I find the change to cause the next problems:
- It feels disorienting to try to land onto things with the billboarding, and have missed a few hits that I'm almost sure I wouldn't have missed with the base behavior (crawlas aren't that hard to hit).
- Stuff which visually is vertical by nature overall feels off, and "dance forth/back" too much even without tilting the camera much (such as flowers). Furthermore, multisegmented objects look outright broken (multisegmented chains, shieldbots), and I expect a lot of things of this nature in 2.2 to break the same way.
I agree with you on that SRB2 depends on verticality much more than Kart, however this seems to cause more problems than expected in vanilla. I'd look forward having something like this for specific particle effects as a form of
FF_PARTICLE
flag (would be useless for software for now). Either way I'm unsure about this as it is.Edited by Nev3rI agree that things like the GFZ sunflowers seem to look strange with the dancing. I don't really see as much issue on the multisegmented chains or shieldbots though? I haven't really experimented with landing on things, depends on how tall the sprite is vs the radius of the mobj I guess.
I'd guess a cvar is probably more necessary in vanilla as it is at least.
Edited by Sryderadded 1 commit
- 82735349 - Add a cvar for sprite billboarding, off by default.
mentioned in commit 8b8e165d