Rendering issues with non-opaque 3D floors

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Rendering issues with non-opaque 3D floors

Postby Lud » Mon Jan 15, 2018 6:53 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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Lud
Pirates of the Somallean.
 
Joined: 11 Feb 2016
Location: Somalia

Re: Rendering issues with non-opaque 3D floors

Postby _mental_ » Tue Jan 16, 2018 5:15 am

PM me the map, I'll check but cannot promise anything.
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Joined: 07 Aug 2011

Re: Rendering issues with non-opaque 3D floors

Postby Graf Zahl » Sun Jan 21, 2018 1:17 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.
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: Rendering issues with non-opaque 3D floors

Postby Lud » Sun Jan 21, 2018 1:23 pm

Alright, will tend to the 3D floor issue in the mean time. Thank you for the information.
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Lud
Pirates of the Somallean.
 
Joined: 11 Feb 2016
Location: Somalia


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