by Guest » Wed Feb 10, 2021 3:45 am
I saw another post about Heretic from drfrag, but I have also noticed this "dancing sprite" bug in Doom. It's a new problem starting with version 4.3 and up. If you look at an older version of GZDoom, or QZ/LZDoom, the problem isn't there (but other bugs that have since been fixed still exist in those older versions). It specifically affects objects like the skull torches, evil eyes and beating hearts. It doesn't seem to affect the skulls with candles. Can this get fixed for the next build of GZDoom?
I posted this bug on the Doomworld forums, and got this response from dpJudas:
"The dancing sprites effect is caused by rounding errors when sampling from textures or when deciding which screen pixels are covered by a wall/flat/triangle. ZDoom has (or had? can't remember if my fix made it into zdoom itself) those rounding errors, I then fixed them back in the day, and then I apparently managed to break it again in that commit. In ZDoom it wasn't only the sprites that were affected btw. The midtextures in particular had a tendency to wrap too early. Same thing happened with flats (the teleporters made out of 4 textures at the end in E1M8 is the most obvious example of that). Also the general stability of the picture when moving around is much better without those rounding errors. In short: this bug could probably be fixed by adding +0.5f or removing a +0.5f a single place somewhere in the sampling or screen column/row code. Maybe one of the active GZDoom developers will do that..."
I saw another post about Heretic from drfrag, but I have also noticed this "dancing sprite" bug in Doom. It's a new problem starting with version 4.3 and up. If you look at an older version of GZDoom, or QZ/LZDoom, the problem isn't there (but other bugs that have since been fixed still exist in those older versions). It specifically affects objects like the skull torches, evil eyes and beating hearts. It doesn't seem to affect the skulls with candles. Can this get fixed for the next build of GZDoom?
I posted this bug on the Doomworld forums, and got this response from dpJudas:
"The dancing sprites effect is caused by rounding errors when sampling from textures or when deciding which screen pixels are covered by a wall/flat/triangle. ZDoom has (or had? can't remember if my fix made it into zdoom itself) those rounding errors, I then fixed them back in the day, and then I apparently managed to break it again in that commit. In ZDoom it wasn't only the sprites that were affected btw. The midtextures in particular had a tendency to wrap too early. Same thing happened with flats (the teleporters made out of 4 textures at the end in E1M8 is the most obvious example of that). Also the general stability of the picture when moving around is much better without those rounding errors. In short: this bug could probably be fixed by adding +0.5f or removing a +0.5f a single place somewhere in the sampling or screen column/row code. Maybe one of the active GZDoom developers will do that..."