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Wall "bleeding" through the floor in Requiem

Posted: Fri Feb 01, 2019 4:23 pm
by Blue Shadow
Tested with: 3.7.2 (64-bit)
Test material: Requiem


In the Software renderer, the wall is "bleeding" through (or whatever) the floor.
[imgur]https://i.imgur.com/crOq2eT[/imgur]

In the Softpoly renderer, the wall is fine, but the lamp seems to be oddly clipped.
[imgur]https://i.imgur.com/kwqKKb1[/imgur]

All is good in the OpenGL renderer.
[imgur]https://i.imgur.com/6QjXMdb[/imgur]

Re: Wall "bleeding" through the floor in Requiem

Posted: Sat Feb 02, 2019 12:11 am
by Kappes Buur
Spoiler:
I guess, as GZDoom is more and more strict about errors, that would explain it.
OpenGL is far more forgiving.

Re: Wall "bleeding" through the floor in Requiem

Posted: Sat Feb 02, 2019 12:52 am
by Graf Zahl
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.

Re: Wall "bleeding" through the floor in Requiem

Posted: Sat Mar 09, 2019 9:26 am
by Graf Zahl
This is merely kept open for the bad lamp clipping in softpoly.