Wall "bleeding" through the floor in Requiem

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Re: Wall "bleeding" through the floor in Requiem

by Graf Zahl » Sat Mar 09, 2019 9:26 am

This is merely kept open for the bad lamp clipping in softpoly.

Re: Wall "bleeding" through the floor in Requiem

by Graf Zahl » Sat Feb 02, 2019 12:52 am

If there are overlapping linedefs this will inevitably result in undefined behavior.
OpenGL's depth buffer will simply hide the glitch. I guess the only way to deal with this is to clear the bogus linedef through a compatibility setting.

Re: Wall "bleeding" through the floor in Requiem

by Kappes Buur » Sat Feb 02, 2019 12:11 am

Spoiler:
I guess, as GZDoom is more and more strict about errors, that would explain it.
OpenGL is far more forgiving.

Wall "bleeding" through the floor in Requiem

by Blue Shadow » Fri Feb 01, 2019 4:23 pm

Tested with: 3.7.2 (64-bit)
Test material: Requiem


In the Software renderer, the wall is "bleeding" through (or whatever) the floor.
[imgur]https://i.imgur.com/crOq2eT[/imgur]

In the Softpoly renderer, the wall is fine, but the lamp seems to be oddly clipped.
[imgur]https://i.imgur.com/kwqKKb1[/imgur]

All is good in the OpenGL renderer.
[imgur]https://i.imgur.com/6QjXMdb[/imgur]

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