Render bug on HUGE map (4.4.2)

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Apeirogon
Posts: 1606
Joined: Mon Jun 12, 2017 12:57 am

Render bug on HUGE map (4.4.2)

Post by Apeirogon »

Load map and start new game.
MAP01.wad
(4.3 KiB) Downloaded 22 times
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.
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.
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Graf Zahl
Lead GZDoom+Raze Developer
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)

Post by Graf Zahl »

Apeirogon wrote:because currently it have size of 65536 * 65536 "doom meters".
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.
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Apeirogon
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Joined: Mon Jun 12, 2017 12:57 am

Re: Render bug on HUGE map (4.4.2)

Post by Apeirogon »

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.
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Graf Zahl
Lead GZDoom+Raze Developer
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)

Post by Graf Zahl »

If huge maps means "larger than 32768 map units", you are facing a node builder having trouble to emit proper nodes for them.
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