Buggy Voxel Visuals

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Expand view Topic review: Buggy Voxel Visuals

Re: Buggy Voxel Visuals

by nazakomu » Wed Apr 04, 2018 4:40 am

one day... just one day... :wink:

Re: Buggy Voxel Visuals

by dpJudas » Wed Apr 04, 2018 2:24 am

Hehe, yes, that function sure is a mystery. It doesn't help that it uses alloca to get working memory on the stack while also being a fan of two letter variables names in a 200 lines function.

Based on the visuals, it looks like there is some disagreement between Build and ZDoom's renderer about what the scale of the up axis is. Good luck figuring out which of the variables in the function controls that!

Re: Buggy Voxel Visuals

by Graf Zahl » Tue Apr 03, 2018 11:33 pm

Even dpJudas tried and failed. Build code seems to be from another programming universe.

Re: Buggy Voxel Visuals

by nazakomu » Tue Apr 03, 2018 7:20 pm

I'm fine as long as it's here. Perhaps, someone with good knowledge on voxels can give a hand and completely refactor the current code or something. I believe it will be fixed one day, eventually.

Re: Buggy Voxel Visuals

by Graf Zahl » Tue Apr 03, 2018 3:55 pm

This is a known issue of the software voxel renderer. Don't expect this to get fixed, though. The code responsible here is nearly unaltered Build code which nobody involved in GZDoom's development fully understands.

Buggy Voxel Visuals

by nazakomu » Tue Apr 03, 2018 3:33 pm

This was discovered quite a while back by a colleague of mine, and I've mentioned it a couple times in the ZDF Discord, but I figured it'd be appropriate to report the bug here on the forums instead.
I decided to make a small video demonstrating the displacement of a voxel perfectly. It is best seen when the player is moving up and down towards a voxel repeatedly. While it's probably not so bad in most gameplay instances, it can still be spotted when the player is falling from a height towards a voxel.

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