Load map and start new game.
Open map in any map editor. Wall in question have fireblu texture on it.
To remove bug reduce map size to more "reasonable", because currently it have size of 65536 * 65536 "doom meters".
Tested with Opengl API.
After starting new game walk behind left corner of the wall that you look at. Look at this side of the sector. It wont render.Render bug on HUGE map (4.4.2)
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Render bug on HUGE map (4.4.2)
Meaning it exceeds the node builder's limit for a map. Sorry, without a rewrite of the node builder to work at a higher resolution this won't be fixable.Apeirogon wrote:because currently it have size of 65536 * 65536 "doom meters".
Re: Render bug on HUGE map (4.4.2)
Is collision detection works using information of node builder?! Because on huge maps some planes, which looks like a continuation of a actual map geometry lines/sectors, block actor movement.
Yes, I need big map to check how custom collision detection work in different situations.
Yes, I need big map to check how custom collision detection work in different situations.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Render bug on HUGE map (4.4.2)
If huge maps means "larger than 32768 map units", you are facing a node builder having trouble to emit proper nodes for them.