Wall "bleeding" through the floor in Requiem

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Blue Shadow
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Wall "bleeding" through the floor in Requiem

Post 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]
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Kappes Buur
 
 
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Re: Wall "bleeding" through the floor in Requiem

Post by Kappes Buur »

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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Graf Zahl
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Re: Wall "bleeding" through the floor in Requiem

Post 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.
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Graf Zahl
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Re: Wall "bleeding" through the floor in Requiem

Post by Graf Zahl »

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