[Won't fix] "Sparklies"

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"Sparklies"

Postby Curunir » Fri Dec 12, 2003 7:44 am

On certain wals there seem to appear those tiny sparklies that run along the upper/lower end of the textures. I have applied a screenshot of Memento Mori's map 10. It also happens in a bunch of other custom maps, including one that I'm tinkering with.

It happens on random walls, no matter if the texture is dark/light. And it seems not to happen at all in the original maps. Even if it does, the sparklies are SO tiny, you need a magnifying glass.

Sloppy nodebuilding or Zdoom's fault?
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Postby Nanami » Fri Dec 12, 2003 10:22 am

This comes from, I've heard, the "impossibility of infinite precision." It'll happen in any source port, and Doom.exe

A classic example is the demon face flat, which requires four flats to make it up. Anytime you look, it's always going to have what you described as "sparklies" around the edges.
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Postby Curunir » Fri Dec 12, 2003 11:13 am

Than make the edges overlap by a pixel, I say! :D
But, on a serious note, this really doesn't happen in Doom's vanilla maps. Why so?
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Postby Hirogen2 » Fri Dec 12, 2003 11:37 am

Because they are low res and thus this imprecision is hidden.
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Postby Curunir » Fri Dec 12, 2003 1:15 pm

No no :) Not "vanilla Doom's maps" but "Doom's regular distribution maps"
That is Ultimate and Final Doom's maps. I can't seem to come across sparklies that obvious on these.
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Postby Hirogen2 » Fri Dec 12, 2003 2:00 pm

Rebuild your doom2.wad with ZDBSP and retry?
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Postby randi » Fri Dec 12, 2003 7:47 pm

This is not a node problem. It's just caused because of the imprecision of computer math. The edge of the wall is calculated separately from the texture drawn on it. The "sparklies" are actually the texture repeating because a pixel or two more was drawn for the height of the wall than was textured. Don't expect me to work around this any time soon.
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