Strange portal rendering glitch (since maybe 4.8)

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Ichor
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Strange portal rendering glitch (since maybe 4.8)

Post by Ichor »

I think someone reported this before, but it went nowhere due to lack of information. Anyway, here are a couple of pictures of a portal. First is from version gzdoom-4-7-1-Windows-64bit:


Second is from gzdoom-x86-g4.8pre-249-g8fe07f144:


I then upgraded to gzdoom-x86-g4.9pre-26-g3213f046c and the problem persists.
Last edited by Ichor on Tue Jun 21, 2022 4:57 am, edited 1 time in total.
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Ichor
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Ichor »

Added a test map.

4.7.1


4.9pre-26
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portaltest.zip
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Graf Zahl
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Graf Zahl »

Looks correct for me, with both 4.8 and current Git head.
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Ichor
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Ichor »

The glitch does show up when I use the hardware accelerated option, but not Doom software renderer or true color sw renderer.
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Chris
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Chris »

Have you tried switching between OpenGL and Vulkan? What OS and graphics card are you using?
Blue Shadow
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Blue Shadow »

From my tests (with 4.9pre-26-g3213f046c and OpenGL as the backend), this seems to manifest in the 32-bit build only. The 64-bit build works fine under all render modes.
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Graf Zahl
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Graf Zahl »

In that case, case closed.
32 Bit is not supported anymore.
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Nash
 
 
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Nash »

Where are these 32 bit executables even being downloaded/distributed? The main site clearly only offers a 64 bit download...
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Graf Zahl
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Graf Zahl »

Self-compiled, presumably..

But let's make this clear: 32 bit isn't being tested anymore and no guarantees are given, and any 32 bit specific bug report will be closed on sight.
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Blue Shadow »

People are getting them from here :p
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Nash »

Blue Shadow wrote:People are getting them from here :p
Hmm, I wonder if it's better to stop building them. I don't see the point, if the official stance on 32 bit is that it's no longer supported.
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Graf Zahl
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Graf Zahl »

Yes, they should be stopped.

I think I just add a static_assert to make them fail for now.
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Blzut3 »

As a reminder if you guys want a change in the build process all you need to do is drop a message my way (or a pull request). I don't read every thread on this forum, but happened to browse this one today.
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by Hirogen2 »

Data point: Using an -m32 build on a x64 CPU,

Code: Select all

GZDoom 4.8.1 -  - SDL version
...
CPU Vendor ID: GenuineIntel
  Name: 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz
  Family 6, Model 140, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 AVX512 F16C FMA3 BMI1 BMI2 HyperThreading
Using video driver x11
GL_VENDOR: Intel
GL_RENDERER: Mesa Intel(R) Xe Graphics (TGL GT2)
GL_VERSION: 4.6 (Core Profile) Mesa 22.1.2 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60
The demo portal map shows no issue for me.
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Re: Strange portal rendering glitch (since maybe 4.8)

Post by drfrag »

Most likely it's an old VS 2019 bug (or something changed in the compiler), same thing happened with mirrors and they worked when compiled with VS 2017. No longer relevant of course.
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