You should check out those attachments.
Video (5.7MB): https://www.dropbox.com/s/i47vrqa1kgmrw ... 1.m4v?dl=1
Inconsistent ordering of FLAT- and WALLSPRITES
Moderator: GZDoom Developers
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
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Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
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Inconsistent ordering of FLAT- and WALLSPRITES
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- Lead GZDoom+Raze Developer
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Re: Inconsistent ordering of FLAT- and WALLSPRITES
This is a known issue and unlikely to fixed short term.
Sadly all the sprite orientation options have been forced into the engine without spending any thought on this problem.
Essentially this will require a complete refactor of how sprites get sorted in the drawing pass.
Sadly all the sprite orientation options have been forced into the engine without spending any thought on this problem.
Essentially this will require a complete refactor of how sprites get sorted in the drawing pass.
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Re: Inconsistent ordering of FLAT- and WALLSPRITES
How does sprite ordering work currently? I've noticed that the thing number seem to have some effect.Graf Zahl wrote:This is a known issue and unlikely to fixed short term.
Sadly all the sprite orientation options have been forced into the engine without spending any thought on this problem.
Essentially this will require a complete refactor of how sprites get sorted in the drawing pass.
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- Lead GZDoom+Raze Developer
- Posts: 49130
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Inconsistent ordering of FLAT- and WALLSPRITES
It only orders by distance of the sprite's center and splits horizontally at 3D floors.