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]
Wall "bleeding" through the floor in Requiem
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Re: Wall "bleeding" through the floor in Requiem
Spoiler:I guess, as GZDoom is more and more strict about errors, that would explain it.
OpenGL is far more forgiving.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Wall "bleeding" through the floor in Requiem
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.
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.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Wall "bleeding" through the floor in Requiem
This is merely kept open for the bad lamp clipping in softpoly.