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printz wrote:How do polyobjects move in ZDoom? Are they affected by the inaccurate fixed-point trigonometry of Doom? Because if so, you're going to see HOM when being inside polyobject-portals and moving them next to walls, because you culled the parasitic (phantom) segs from the front of portals and the segs are either colinear (!) or appear slightly in front of the portals (because of inaccurate polyobject direction).
Did you also cull the sector portal parasitic segs? I didn't. Would using BSP splits as reference work?...
Graf Zahl wrote:The software renderer is barely capable of handling sector portals so this is hardly grounds for consideration at the moment.
In GZDoom I reject everything that's in front of the portal and may get in the way of the clipper - but if you know what to do you can actually make it glitch. But using a stencil buffer efficiently discards nearly everything that's not supposed to be seen, so most of the stray stuff that might be there never gets rendered.
Edward-san wrote:Does the code also handle firing hitscans or railguns through recursive portals?
printz wrote:What if through some mapping bug, the looping portals are next to each other, so no movement happens between any teleportation? It will then teleport forever without increasing the distance.
Line 14858 (type 156:Line_SetPortal), arg 4 is 1 (should be 0)
Graf Zahl wrote:Of course, if you are dead set on doing it, you can construct a map that runs into a stack overflow,
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