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I know this is a bit pedantic, but it's up there with "cyan is transparent in Doom" on the list of misconceptions. The Wolfenstein 3D sprite format is actually very similar to the one used in Doom where by you have a header specifying the left offset and width of the sprite and then a bunch of pointers to columns of posts. See: https://bitbucket.org/ecwolf/ecwolf/src/master/src/textures/wolfshapetexture.cpp
Wolfenstein 3D just has the convenient property of it not being very useful to draw a sprite outside of the 64x64 bounding box, but technically the sprite format could support much much wider and taller sprites. Logically the difference comes down to the origin point being upper left rather than bottom center. But most importantly there's no transparent color just like in Doom.
Somewhat oddly an example which could be used for what you were trying to demonstrate is the double sky feature in Hexen. There the SKYWALL texture actually does use palette index 0 to indicate transparent. Not sure why Raven did that, but it is what it is.
The text was updated successfully, but these errors were encountered:
I know this is a bit pedantic, but it's up there with "cyan is transparent in Doom" on the list of misconceptions. The Wolfenstein 3D sprite format is actually very similar to the one used in Doom where by you have a header specifying the left offset and width of the sprite and then a bunch of pointers to columns of posts. See: https://bitbucket.org/ecwolf/ecwolf/src/master/src/textures/wolfshapetexture.cpp
Wolfenstein 3D just has the convenient property of it not being very useful to draw a sprite outside of the 64x64 bounding box, but technically the sprite format could support much much wider and taller sprites. Logically the difference comes down to the origin point being upper left rather than bottom center. But most importantly there's no transparent color just like in Doom.
Somewhat oddly an example which could be used for what you were trying to demonstrate is the double sky feature in Hexen. There the SKYWALL texture actually does use palette index 0 to indicate transparent. Not sure why Raven did that, but it is what it is.
The text was updated successfully, but these errors were encountered: