[lastest 2.9pre] Rendering issues
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Re: [lastest 2.9pre] Rendering issues
How many slopes do you want me to provide? There are plenty of them. All of them are rendered like that.
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Re: [lastest 2.9pre] Rendering issues
They look fine for me. 

Re: [lastest 2.9pre] Rendering issues
And do you use the 32 bit version? Because I tested that one. And now I tested on another computer with Windows 7 32 bit edition and the problem still remained.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: [lastest 2.9pre] Rendering issues
Interesting. This seems to happen only in 32 bit Release builds. It does not happen in 64 bit at all and neither in 32 bit debug builds. This is also something completely different. The math itself is ok but for some reason the actual rendering breaks down.
Re: [lastest 2.9pre] Rendering issues
The bug is reproduced only when assembly files are used. With NO_ASM set in CMake (or empty path to NASM executable) 32-bit Release build via VS2015 update 2 doesn't have this problem.
So the quick workaround is to disable assembly for devbuilds.
So the quick workaround is to disable assembly for devbuilds.
Re: [lastest 2.9pre] Rendering issues
Yes, the problem is still there but I noticed that if you use IDBEHOLD L the problem vanishes.but for some reason the actual rendering breaks down

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Re: [lastest 2.9pre] Rendering issues
I would like to mention an issue I saw while testing the wad in this bug report and it's about the switch. The texture appears broken, might that be caused by the slope problem, too?
Re: [lastest 2.9pre] Rendering issues
Is there any speed increase noticeable with the assembly files? I've been wondering this since the ARM platform doesn't have assembly files yet, but I haven't noticed much of a difference._mental_ wrote:The bug is reproduced only when assembly files are used. With NO_ASM set in CMake (or empty path to NASM executable) 32-bit Release build via VS2015 update 2 doesn't have this problem.
So the quick workaround is to disable assembly for devbuilds.