Difference between revisions of "Talk:Seg"

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(Vertex Reference)
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How exactly are the first four bytes representative of the Seg used? Like, the first two shorts in a Seg in the Segs lump are the start and ending vertexes (vertices) but how would these short values actually reference a vertex in the vertexes lump? Is it based on sequentialness? Or is it something entirely different? Basically, what do the short representations of the vertex mean in terms of actually referencing the vertex. Thank you! --{{SUBST:nosubst|User:Insertwackynamehere/Signature}} 07:00, 21 December 2007 (UTC)
 
How exactly are the first four bytes representative of the Seg used? Like, the first two shorts in a Seg in the Segs lump are the start and ending vertexes (vertices) but how would these short values actually reference a vertex in the vertexes lump? Is it based on sequentialness? Or is it something entirely different? Basically, what do the short representations of the vertex mean in terms of actually referencing the vertex. Thank you! --{{SUBST:nosubst|User:Insertwackynamehere/Signature}} 07:00, 21 December 2007 (UTC)
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== Drawsegs Overflow ==
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Has anybody ever had this error occur before in an unmodified Doom Executable? Because the excess segs are not drawn, the criterea for having this error message are always false, making it unreachable. It doesn't overflow, it just stops. The only way I can get this error is to make the game dynamically allocate segs and not remove the code that spits out the error. I don't think the phrase even needs to be mentioned in this article. Maybe you should just call it a "Drawsegs Limit". -Wagi [[Special:Contributions/216.120.197.2|216.120.197.2]] 13:02, 28 January 2009 (UTC)

Revision as of 08:02, 28 January 2009

This article needs more. Specifically, what the segs limit is. Bloodshedder 04:54, 25 Oct 2005 (UTC)

I added some detail gleaned from UDS and the Doom source code. --radius 22:09, 25 Oct 2005 (UTC)

Vertex Reference

How exactly are the first four bytes representative of the Seg used? Like, the first two shorts in a Seg in the Segs lump are the start and ending vertexes (vertices) but how would these short values actually reference a vertex in the vertexes lump? Is it based on sequentialness? Or is it something entirely different? Basically, what do the short representations of the vertex mean in terms of actually referencing the vertex. Thank you! --{{SUBST:nosubst|User:Insertwackynamehere/Signature}} 07:00, 21 December 2007 (UTC)

Drawsegs Overflow

Has anybody ever had this error occur before in an unmodified Doom Executable? Because the excess segs are not drawn, the criterea for having this error message are always false, making it unreachable. It doesn't overflow, it just stops. The only way I can get this error is to make the game dynamically allocate segs and not remove the code that spits out the error. I don't think the phrase even needs to be mentioned in this article. Maybe you should just call it a "Drawsegs Limit". -Wagi 216.120.197.2 13:02, 28 January 2009 (UTC)