[0.4.5] [Blood] Some textures flicker

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Expand view Topic review: [0.4.5] [Blood] Some textures flicker

Re: [0.4.5] [Blood] Some textures flicker

by sinisterseed » Thu Oct 22, 2020 6:10 am

I see it now, so confirmed indeed.

It seems to depend on distance more than anything, I can see it from afar, but it corrects itself when I get close.

This is unique to us as well, as it is not present in GDX.

https://i.postimg.cc/zzjVCpv3/Blood-0000.png
https://i.postimg.cc/v8ZD39xh/Blood-0001.png

Re: [0.4.5] [Blood] Some textures flicker

by Graf Zahl » Thu Oct 22, 2020 6:08 am

That looks like a bad sorting algorithm. That code really doesn't look that great and can cause glitches if things are too close together.

Re: [0.4.5] [Blood] Some textures flicker

by sinisterseed » Thu Oct 22, 2020 5:57 am

I see.

The problem there is that the window's texture draws before the drapery. Fascinating, I didn't see that in my testing. Gonna try it again and cross-check it, maybe it's a mapping oversight.

Re: [0.4.5] [Blood] Some textures flicker

by markanini » Thu Oct 22, 2020 5:20 am

Here's what I looks like on my end. Notice how the right most window is in front of the shades.
https://imgur.com/zfRG9t4

Re: [0.4.5] [Blood] Some textures flicker

by sinisterseed » Thu Oct 22, 2020 5:04 am

I believe this was the room in question: https://i.postimg.cc/2SWjb5p4/Blood-0000.png

I've not been able to reproduce the disappearing window shades depending on angle. Maybe I'm doing it wrong.

Re: [0.4.5] [Blood] Some textures flicker

by sinisterseed » Thu Oct 22, 2020 4:47 am

markanini wrote:Similarly in Shadow Warrior Level 2: Zilla Construction the button on the side of the toilet disappears depending on the angle.
This is unrelated I think.

I've noticed key panels do this as well depending on angle and position, so I think this is really just Polymost being Polymost. The original flickering issues are surely gone now. I'll see what happens on that map in Blood, don't recall seeing anything like this.

Re: [0.4.5] [Blood] Some textures flicker

by markanini » Thu Oct 22, 2020 4:36 am

It still happens in different spots. For example in the cultist room in Blood E1M3 the window shades disappear at some some angles. Similarly in Shadow Warrior Level 2: Zilla Construction the button on the side of the toilet disappears depending on the angle.

Re: [0.4.5] [Blood] Some textures flicker

by CBM » Thu Oct 22, 2020 1:06 am

blood has some voxels that flicker, but that is the voxel itself that is of low quality.
About half the voxels in shadow warrior and blood are.... not of a particular high quality.

Re: [0.4.5] [Blood] Some textures flicker

by sinisterseed » Tue Sep 22, 2020 4:13 am

May not be fully fixed for sure, but the backend changes definitely improved this, magically or otherwise.

I've not had flickering wallsprites since.

Re: [0.4.5] [Blood] Some textures flicker

by mjr4077au » Tue Sep 22, 2020 12:07 am

Ahh yep, no problems thanks for reminding me :)

Re: [0.4.5] [Blood] Some textures flicker

by Graf Zahl » Tue Sep 22, 2020 12:05 am

The texture flickering is a core problem of how Polymost sets up attached wall sprites. To fully resolve this these need to be done differently, but that requires a true 3D renderer which Polymost isn't.

Re: [0.4.5] [Blood] Some textures flicker

by mjr4077au » Mon Sep 21, 2020 5:21 pm

To the OP, any chance you could validate whether this issue still occurs for you on the current master? There's been significant backend changes since this was first reported.

Re: [0.4.5] [Blood] Some textures flicker

by markanini » Tue Mar 03, 2020 3:35 pm

Graf Zahl wrote:Don't ask me. The comment came without any explanation.
Someone went to far copying the style of the original code...

Re: [0.4.5] [Blood] Some textures flicker

by Graf Zahl » Tue Mar 03, 2020 3:33 pm

Don't ask me. The comment came without any explanation.

Re: [0.4.5] [Blood] Some textures flicker

by sinisterseed » Tue Mar 03, 2020 2:51 pm

Graf Zahl wrote:I'm already using that - the problem lies elsewhere. IIRC Build works by rotating the wall sprite into the proper orientation with its crude fixed point trig functions and those are wayyy to imprecise. But it's hard to change because too much math is done in fixed point instead of converting to float as soon as possible and use higher precision math. Last year some already existing float math was even converted back to fixed point for unknown reasons!
... they've gone backwards? Why?

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