Rendering issues with non-opaque 3D floors

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Expand view Topic review: Rendering issues with non-opaque 3D floors

Re: Rendering issues with non-opaque 3D floors

by Accensus » Thu Mar 01, 2018 10:47 am

Bueno. Thanks, folks!

Re: Rendering issues with non-opaque 3D floors

by _mental_ » Thu Mar 01, 2018 10:22 am

Yes, it's fine now.

Re: Rendering issues with non-opaque 3D floors

by Graf Zahl » Thu Mar 01, 2018 10:13 am

I made a small change. Is it better now? I couldn't see the clipped objects anymore afterward.

Re: Rendering issues with non-opaque 3D floors

by _mental_ » Thu Mar 01, 2018 9:26 am

Unfortunately this fix introduces some clipping issues.
I have a lot of troubles with a minimalist sample. The best thing I can do is to ask to check this WAD.
Screenshot_Doom_20180301_170311.jpg
Launch with -iwad doom2 -file sshpsos.zip -nomonsters +map map01 "+warp -8060 0" and rotate head to the right.
The glitch is quite common in this map, warp -1070 570 and turn back, armor bonuses will disappear/reappear in front of player.
Disregard missing textures, they don't matter. Also, RFL_NO_CLIP_PLANES flag isn't set.

Re: Rendering issues with non-opaque 3D floors

by Accensus » Sun Jan 21, 2018 12:23 pm

Alright, will tend to the 3D floor issue in the mean time. Thank you for the information.

Re: Rendering issues with non-opaque 3D floors

by Graf Zahl » Sun Jan 21, 2018 12:17 pm

One issue here is actually a mapping bug: To render the insides of a 3D floor you have to specify a flag for the special. For swimmable 3D floors this is always on but not for solid ones.
The other one looks like sprites which cross a clip plane aren't inserted on both sides, that one may take a bit longer to address, thanks to the insane shitload of special cases that got inserted over time.

Re: Rendering issues with non-opaque 3D floors

by _mental_ » Tue Jan 16, 2018 4:15 am

PM me the map, I'll check but cannot promise anything.

Rendering issues with non-opaque 3D floors

by Accensus » Mon Jan 15, 2018 5:53 pm

There are two issues that I believe are strongly related: if standing still and looking at a certain angle, transparent 3D floors' bottom disappears. If there are particles in front of the 3D floor, the glitch affects them as well.

I have an example wad, but due to the privacy of the project from which I've taken certain assets to build said example, I'd like to PM the file to the dev who offers assistance.

Tested on GZDoom g3.3pre-278-ge8a7f00 (x64).

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