The effect is not particularly complicated. The "melting" screen is subdivided into vertical slices, two pixels wide. Each slice moves down the screen at a uniform speed, but they do not all begin moving at the same time, each slice given a random yet short delay. Some source ports, such as ZDoom, add alternate effects for screen transitions, such as an effect that "burns" away the old screen, or simply fades the old screen into the new ("crossfade").
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| - The effect is not particularly complicated. The "melting" screen is subdivided into vertical slices, two pixels wide. Each slice moves down the screen at a uniform speed, but they do not all begin moving at the same time, each slice given a random yet short delay. Some source ports, such as ZDoom, add alternate effects for screen transitions, such as an effect that "burns" away the old screen, or simply fades the old screen into the new ("crossfade").
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abstract
| - The effect is not particularly complicated. The "melting" screen is subdivided into vertical slices, two pixels wide. Each slice moves down the screen at a uniform speed, but they do not all begin moving at the same time, each slice given a random yet short delay. Some source ports, such as ZDoom, add alternate effects for screen transitions, such as an effect that "burns" away the old screen, or simply fades the old screen into the new ("crossfade"). Because of the nature of the effect (relying on raster graphics), it is non-trivial to implement in GL source ports. As a result, most GL ports do not implement the screen melt effect; however, some (such as PrBoom plus and EDGE) now do.
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