[0.4.5] [Blood] Some textures flicker

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Manuel-K
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Re: [0.4.5] [Blood] Some textures flicker

Post by Manuel-K »

Graf Zahl wrote:(…) for unknown reasons!
Maybe a case of “we've always done it that way”?
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Re: [0.4.5] [Blood] Some textures flicker

Post by axredneck »

AFAIK Build's software render doesn't use depth buffer at all so it doesn't have this glitch, right? (But has another glitches for this reason)
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Graf Zahl
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Re: [0.4.5] [Blood] Some textures flicker

Post by Graf Zahl »

Precisely. But it's a software renderer!
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Re: [0.4.5] [Blood] Some textures flicker

Post by axredneck »

Is it possible to not use depth buffer in Polymost too and to do sorting the way Software does?
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Re: [0.4.5] [Blood] Some textures flicker

Post by Graf Zahl »

No, that won't work. And even if it was you could forget about any kind of advanced effect.
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Re: [0.4.5] [Blood] Some textures flicker

Post by sinisterseed »

Graf Zahl wrote:I'm already using that - the problem lies elsewhere. IIRC Build works by rotating the wall sprite into the proper orientation with its crude fixed point trig functions and those are wayyy to imprecise. But it's hard to change because too much math is done in fixed point instead of converting to float as soon as possible and use higher precision math. Last year some already existing float math was even converted back to fixed point for unknown reasons!
... they've gone backwards? Why?
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Re: [0.4.5] [Blood] Some textures flicker

Post by Graf Zahl »

Don't ask me. The comment came without any explanation.
markanini
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Re: [0.4.5] [Blood] Some textures flicker

Post by markanini »

Graf Zahl wrote:Don't ask me. The comment came without any explanation.
Someone went to far copying the style of the original code...
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Re: [0.4.5] [Blood] Some textures flicker

Post by mjr4077au »

To the OP, any chance you could validate whether this issue still occurs for you on the current master? There's been significant backend changes since this was first reported.
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Re: [0.4.5] [Blood] Some textures flicker

Post by Graf Zahl »

The texture flickering is a core problem of how Polymost sets up attached wall sprites. To fully resolve this these need to be done differently, but that requires a true 3D renderer which Polymost isn't.
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Re: [0.4.5] [Blood] Some textures flicker

Post by mjr4077au »

Ahh yep, no problems thanks for reminding me :)
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Re: [0.4.5] [Blood] Some textures flicker

Post by sinisterseed »

May not be fully fixed for sure, but the backend changes definitely improved this, magically or otherwise.

I've not had flickering wallsprites since.
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Re: [0.4.5] [Blood] Some textures flicker

Post by CBM »

blood has some voxels that flicker, but that is the voxel itself that is of low quality.
About half the voxels in shadow warrior and blood are.... not of a particular high quality.
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Re: [0.4.5] [Blood] Some textures flicker

Post by markanini »

It still happens in different spots. For example in the cultist room in Blood E1M3 the window shades disappear at some some angles. Similarly in Shadow Warrior Level 2: Zilla Construction the button on the side of the toilet disappears depending on the angle.
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Re: [0.4.5] [Blood] Some textures flicker

Post by sinisterseed »

markanini wrote:Similarly in Shadow Warrior Level 2: Zilla Construction the button on the side of the toilet disappears depending on the angle.
This is unrelated I think.

I've noticed key panels do this as well depending on angle and position, so I think this is really just Polymost being Polymost. The original flickering issues are surely gone now. I'll see what happens on that map in Blood, don't recall seeing anything like this.

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