About: Hall of mirrors effect   Sponge Permalink

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When the game renders the level to the screen, it draws it into a buffer, an area of memory. During gameplay, the previous contents of the buffer are overwritten by consecutive frames. However, if a player travels outside the level, there are no walls to draw, so Doom draws nothing. Instead, the previous contents of the buffer are displayed, left over from previous frames.

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  • Hall of mirrors effect
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  • When the game renders the level to the screen, it draws it into a buffer, an area of memory. During gameplay, the previous contents of the buffer are overwritten by consecutive frames. However, if a player travels outside the level, there are no walls to draw, so Doom draws nothing. Instead, the previous contents of the buffer are displayed, left over from previous frames.
  • In computer graphics, the hall of mirrors (HOM) effect is an effect in which a computer program attempts to draw an image of what is technically "nothing," and as a result of which, repeats whatever image is near to the null item, causing a shimmer or an endless repetition of an image, similar to the appearance of two mirrors reflecting each other, hence the name.
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  • In computer graphics, the hall of mirrors (HOM) effect is an effect in which a computer program attempts to draw an image of what is technically "nothing," and as a result of which, repeats whatever image is near to the null item, causing a shimmer or an endless repetition of an image, similar to the appearance of two mirrors reflecting each other, hence the name. The concept of the hall of mirrors was popularized by the computer game Doom, where individuals have the capacity to create their own maps for play in the game. Some of these maps were not correctly set up with all proper binary reference points. In some cases, spaces in the map were not marked as being part of the map space, and were thus "void" or "null" areas. As these areas were visible from the player's perspective, these void spaces would create "holes" where the map was not correctly marked. These holes caused a "shimmer" effect and would repeat or "mirror" whatever else appeared on the screen at the time.
  • When the game renders the level to the screen, it draws it into a buffer, an area of memory. During gameplay, the previous contents of the buffer are overwritten by consecutive frames. However, if a player travels outside the level, there are no walls to draw, so Doom draws nothing. Instead, the previous contents of the buffer are displayed, left over from previous frames. If a player turns around and looks back toward the level, they can see through the walls and inside the level. The floors of the level stretch outwards toward the screen edge in vertical columns. This is because the Doom floor and ceiling drawing system is like a flood fill algorithm: because there are no walls to bound them, they simply "bleed" down to the edges of the screen.
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