Happens with the latest devbuild gzdoom-x64-g4.5pre-308-g63035d503
, fresh install without cfg, different computers (Win 8.1/10 x64), vulkan, opengl and softpoly.
It appears to happen between (not every version tested)
GZDoom 4.4.2 (latest) - 0.9.12 (atleast)
ZDoom 2.8.1 - 1.2.3 beta 33 (Feb 2002)
But it doesn't happen with the previous existing ZDoom 1.2.3 beta 28a (Sept 2001) or before.
If there's a Boom linetype 242 height setup and at some point the fake height control sector's floor height is the same or higher than the next sector's ceiling heigth in between the player and the fake height sector the rendering of all fake height systems at sight might "go wrong". This doesn't happen in PrBoom+.
ZDoom 2.1.0: https://i.imgur.com/tHQuIMY.jpg
PrBoom 184.108.40.206um: https://i.imgur.com/6ZmfTjL.jpg
The BRICK11 wall is the side texture of a 242-floor. After the ASHWALL3 textured ceiling blocks has been lowered, the BRICK11 texture disappears and the real sector CRACKLE2 walls come visible. The sides of the 242-pool on the right turn black as it's rendering of flips upsidedown.
The test level below has three switches and two fake floor setups.
The 1st switch from the left will lower the ceiling to couple units below the fake floor in a sector behind. Both fake height systems go wrong. SW renderes view HOM.
The 2nd switch will set one half of the ceiling to match the fake floor in a sector behind. The other half goes little bit above the fake floor. This looks better but the room still has places where both fake height systems go wrong.
The 3rd switch will reset the ceiling as it was at the start.
The result seems to somehow depend of the room detals too. With some lines moved around the rendering error might ease.
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Last edited by simc on Tue Oct 20, 2020 11:01 pm, edited 1 time in total.