Dancing torches in Heretic on Carmack

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Dancing torches in Heretic on Carmack

Postby drfrag » Wed Apr 01, 2020 10:34 am

HEAD, latest master, last SVN. :) Now they move, since g4.3pre-358-g236b47693.
It's specially noticeable with the two braziers? (statues) near the start in E1M1. Is this a known problem?
Last edited by drfrag on Thu Apr 02, 2020 4:06 am, edited 2 times in total.
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drfrag
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Re: Dancing torches in Heretic on Carmack

Postby drfrag » Wed Apr 01, 2020 4:41 pm

For now i know that the issue was present in 4.3.1 and not in 4.2.4 but that's not much.
Last edited by drfrag on Thu Apr 02, 2020 4:08 am, edited 1 time in total.
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drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
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Re: Dancing torches in Heretic on Carmack

Postby drfrag » Thu Apr 02, 2020 4:08 am

I've done the bisect using devbuilds, it's much faster.
The first commit affected was:
Code: Select allExpand view
- change ProjectedWallTexcoords to use gradients for its texture coordinate calculations
- change SpriteDrawerArgs to draw a full sprite instead of one column at a time
- add r_noaccel cvar to allow forced software rendering of the psprites (useful for debugging and also one person on the forum actually requested this feature)
- remove FWallTmapVals and calculate texture coordinates directly from FWallCoords
- move portal clipping out of the inner sprite drawing loop

https://github.com/coelckers/gzdoom/com ... 96b7817952
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drfrag
Os voy a romper a pedazos!
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Joined: 23 Apr 2004
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Re: Dancing torches in Heretic on Carmack

Postby drfrag » Thu Apr 02, 2020 5:06 am

And of course i've got no idea of what's going on, there are a lot of changes there. Seems only fire braziers and wall torches are affected (and Doom torches too), what makes them so special?
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drfrag
Os voy a romper a pedazos!
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Joined: 23 Apr 2004
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