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I've noticed many times while mapping in UDMF format that your map seemingly falls apart the farther you go on. For a long time I thought this was a result of my technique, but then was told that this has to do with UDMF using different precision, and therefore not stitching coordinates like Doom in Hexen does, especially when mapping off grid in Doom Builder. This creates vertex coordinates that are not whole numbers. In game, this fractional precision sometimes causes whole floors and walls to disappear and nodes to not build properly. As expected, not going off grid and sticking to fixed points fixes the problem, or something like copying the map to a hexen template and back also works.
My question is, why does UDMF bother with this precision if the Node Builder fails to build properly because of it? Dealing with this on Doom Builder is also annoying because even if you stay on grid, sometimes stitching coordinates moves both coordinates a little off and creates a potential problem.
A picture of this vertex precision on someone's map, which seems to occur in GZDoom and Skulltag/Zandronum most often:
One of the first things I tried, but it doesn't seem to do anything. Also, the title implies it, but I forgot to mention that this doesn't occur in software. I don't understand how this exactly works, but i'm thinking it's something to do with GLnodes.