Okay guys it's been a few days but I've managed to accomplish a good deal. Much of that was just researching the various map formats that currently exist for Doom editing. Let's just say that supporting the hexen/zdoom formats will be a very interesting endeavor haha.
Aside from that I managed to fix and issue with the system that's been bugging me for some time, and that's the inaccurate rendering of surfaces with alpha transparencies. FYI currently DopeFish only supports surfaces with a 1bit alpha channel, but this will change in the future. In previous versions of DopeFish, there was a chance that a geometry with a transparent surface could clip overwrite any surface behind it. This is due to the fact that the BSP node renderer is not yet in place, so geometry is all rendered out of order. This can really mess with the visuals. However with a little shader magic and some strategic placement of a discard command I'm able to produce correct transparencies:
In addition to this I've also been working on getting mipmaps implemented into the engine to reduce aliasing of pixel textures when viewed at great distances or sharp angles. This provided some obstacles for myself to overcome as my textures are technically saved to an atlas and tiled using a modulo function. Modulo and mipmaps do not play well together, and will instead produce a very ugly seam where your textures tile:
However with a little thinking outside of the box I was able to "almost" completely overcome the issue. You'll be able to see this feature in action when I get around to recording some more footage.
Anywhoo, that's about the gist of this update. I'll be back soon when I've managed to get some more cool stuff implemented!