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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Blue Shadow
Joined: 14 Nov 2010

Re: Wall "bleeding" through the floor in Requiem

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


I guess, as GZDoom is more and more strict about errors, that would explain it.
OpenGL is far more forgiving.
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Kappes Buur
Joined: 17 Jul 2003
Location: British Columbia

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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Graf Zahl
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Joined: 19 Jul 2003
Location: Germany

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