HOM in extreme slopes.

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Tosen

HOM in extreme slopes.

Post by Tosen »

When you get steep slopes and you step back far enough, you will notice that the slopes dissapear and turn into HOMs.

This is best viewed in ZDwars map 27, which I have shoddily ripped a base from so you can observe the HOM effect for yourselves (aside from the other homs since i was too lazy to retexture the base once I ripped it.)

This was fixed in GZdooms OpenGL renderer in version 1.6.0, but ZDoom's software renderer still carries this issue.

A Picture of this Error in OpenGL on Skulltag, but in Zdoom instead of dissapearing they turn into HOMs.
Image

Link to example wad, only pay attention the slopes.
https://dl.dropbox.com/u/86298151/WhyWe ... Things.wad
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Kappes Buur
 
 
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Re: HOM in extreme slopes.

Post by Kappes Buur »

Well, not exactly a HOM, more expected rendering when F_SKY1 is used for a ceiling.
Change F_SKY1 to a proper ceiling texture and the map will be rendered without the sky bleed-through.
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randi
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Re: HOM in extreme slopes.

Post by randi »

Fixed in r4220.
Edward-san
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Re: HOM in extreme slopes.

Post by Edward-san »

there's an useless hunk of commit in p_interaction.cpp:

Code: Select all

-                                       realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)
+                                       realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)l
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