Wall "bleeding" through the floor in Requiem

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Wall "bleeding" through the floor in Requiem

Postby Blue Shadow » Fri Feb 01, 2019 5:23 pm

Tested with: 3.7.2 (64-bit)
Test material: Requiem


In the Software renderer, the wall is "bleeding" through (or whatever) the floor.


In the Softpoly renderer, the wall is fine, but the lamp seems to be oddly clipped.


All is good in the OpenGL renderer.
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Re: Wall "bleeding" through the floor in Requiem

Postby Kappes Buur » Sat Feb 02, 2019 1:11 am

Spoiler:


I guess, as GZDoom is more and more strict about errors, that would explain it.
OpenGL is far more forgiving.
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Re: Wall "bleeding" through the floor in Requiem

Postby Graf Zahl » Sat Feb 02, 2019 1:52 am

If there are overlapping linedefs this will inevitably result in undefined behavior.
OpenGL's depth buffer will simply hide the glitch. I guess the only way to deal with this is to clear the bogus linedef through a compatibility setting.
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Re: Wall "bleeding" through the floor in Requiem

Postby Graf Zahl » Sat Mar 09, 2019 10:26 am

This is merely kept open for the bad lamp clipping in softpoly.
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