
[0.4.0][Duke3D: NW] Texture Flickering bug
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Cacodemon345
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Graf Zahl
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
Can you make a savegame of that spot so that I don't have to find it myself? I never played that mod so I have no idea where to look.
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Cacodemon345
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
Here it is.
https://drive.google.com/file/d/15DHxpf ... sp=sharing
(Hopefully I uploaded the correct file)
https://drive.google.com/file/d/15DHxpf ... sp=sharing
(Hopefully I uploaded the correct file)
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Graf Zahl
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
This is a weird one. There's two places in this map being affected by it. I could observe a similar bug on occasion in the first map of Blood on occasion, but far less reliably. It also tends to manifest itself as HOM instead of black triangles. The whole thing is also resolution dependent. A place where it glitches will render fine if the screen size is minimally changed and glitch where it previously did not.
The entire thing looks like a math error in Polymost somewhere - probably a fixed point overflow - but the entire math in there is fixed point voodoo that's incredibly hard to read.
What puzzles me is that in EDuke - a somewhat older build from the beginning of December - I cannot see it.
The entire thing looks like a math error in Polymost somewhere - probably a fixed point overflow - but the entire math in there is fixed point voodoo that's incredibly hard to read.
What puzzles me is that in EDuke - a somewhat older build from the beginning of December - I cannot see it.
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Redneckerz
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
Do note - but you are already aware of this as i saw a comment from you by it - that Terminx did a huge commit recently. It may very well be related to this (Just hunching.)Graf Zahl wrote:This is a weird one. There's two places in this map being affected by it. I could observe a similar bug on occasion in the first map of Blood on occasion, but far less reliably. It also tends to manifest itself as HOM instead of black triangles. The whole thing is also resolution dependent. A place where it glitches will render fine if the screen size is minimally changed and glitch where it previously did not.
The entire thing looks like a math error in Polymost somewhere - probably a fixed point overflow - but the entire math in there is fixed point voodoo that's incredibly hard to read.
What puzzles me is that in EDuke - a somewhat older build from the beginning of December - I cannot see it.
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Graf Zahl
- Lead GZDoom+Raze Developer

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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
That "huge commit" was related to input handling, not rendering. This one looks like a math error in Polymost.
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Redneckerz
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
Noted, thanks.
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Graf Zahl
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
Looks like I found it, there was some leftover code that no longer exists in the upstream repos and removing this code seems to have cured the glitches.
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sinisterseed
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
Groovy.
Now if only we could get rid of the sprites/voxel flickering in games...
Now if only we could get rid of the sprites/voxel flickering in games...
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Graf Zahl
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
That's going to be harder. This was merely some missed commit, the sprite flickering looks like an algorithmic problem, i.e. a lot harder to find and fix.
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sinisterseed
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Re: [0.4.0][Duke3D: NW] Texture Flickering bug
I was actually thinking of the same thing.
The curios aspect is that I don't recall seeing this in neither NBlood or EDuke32, maybe it's another case of old code not playing well with the new backend.
The curios aspect is that I don't recall seeing this in neither NBlood or EDuke32, maybe it's another case of old code not playing well with the new backend.