I've recently discovered something odd about ZDoom, specifically how it renders voxels; If I look up or down at a voxel and move towards it, it appears to hover at a different speed than the rest of the rendered area and to a different height, making overhang objects float above the ledge tbey're supposed to be attached to and as shown here, springs go through the ground!
Here's a video of the odd voxel rendering compared to GZDoom's true 3D model voxel rendering...does this happen because the voxel-rendering code comes from the Build engine like slopes or something? Also, does anyone else here have something weird they find about the software renderer?
Any things you find odd about ZDoom (software renderer)?
- sonic_HD87
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Re: Any things you find odd about ZDoom (software renderer)?
Something i've tried with voxels is to make an actor which yscale is 0.1 (near total flatness) and replace his sprite with a flat voxel. What happends is when you get closer to the actor, it's get more detailed suddently (something similar to the texture pop-in issue). It looks like some render distance is being applied, but i don't consider it as a bug or something.
- Xane123
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Re: Any things you find odd about ZDoom (software renderer)?
@Nightfall That's good...it's ufortunate what the response was, though.
@sonic_H87 AThat's interesting; The rendering glitch I noticed was like what happened in my video; Make a voxel, then look up/down at it and while flying, move towards and away from it diagonally up/down and it will appear to hover at a different rate than the player.
Also, are there any other things people find weird about the software renderer?
@sonic_H87 AThat's interesting; The rendering glitch I noticed was like what happened in my video; Make a voxel, then look up/down at it and while flying, move towards and away from it diagonally up/down and it will appear to hover at a different rate than the player.
Also, are there any other things people find weird about the software renderer?
