by Graf Zahl » Fri May 21, 2021 6:29 am
There were two issues here, both with colinear, overlapping lines.
First, the ZDoom node builder used to triangulate sectors where a simpler approach fails, cannot deal with these and creates phantom subsectors, so the lines have to be culled before running the node builder.
Second, the wall sorter in the renderer didn't have any checks for colinear lines at all and simply bailed out with an error, resulting in random order.
If two bunches have a colinear section, any attempt to sort them traditionally will fail. The only other chance is to examine the sectors being referenced and use them to determine order.
There were two issues here, both with colinear, overlapping lines.
First, the ZDoom node builder used to triangulate sectors where a simpler approach fails, cannot deal with these and creates phantom subsectors, so the lines have to be culled before running the node builder.
Second, the wall sorter in the renderer didn't have any checks for colinear lines at all and simply bailed out with an error, resulting in random order.
If two bunches have a colinear section, any attempt to sort them traditionally will fail. The only other chance is to examine the sectors being referenced and use them to determine order.