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Strange portal rendering glitch (since maybe 4.8)
Posted: Mon Jun 20, 2022 7:41 pm
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.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Mon Jun 20, 2022 7:54 pm
by Ichor
Added a test map.
4.7.1
4.9pre-26

Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Tue Jun 21, 2022 11:57 am
by Graf Zahl
Looks correct for me, with both 4.8 and current Git head.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Tue Jun 21, 2022 12:14 pm
by Ichor
The glitch does show up when I use the hardware accelerated option, but not Doom software renderer or true color sw renderer.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Tue Jun 21, 2022 3:58 pm
by Chris
Have you tried switching between OpenGL and Vulkan? What OS and graphics card are you using?
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Tue Jun 21, 2022 4:23 pm
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.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Tue Jun 21, 2022 4:27 pm
by Graf Zahl
In that case, case closed.
32 Bit is not supported anymore.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Wed Jun 22, 2022 12:19 am
by Nash
Where are these 32 bit executables even being downloaded/distributed? The main site clearly only offers a 64 bit download...
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Wed Jun 22, 2022 1:23 am
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.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Wed Jun 22, 2022 2:53 am
by Blue Shadow
People are getting them from
here 
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Wed Jun 22, 2022 2:54 am
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.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Wed Jun 22, 2022 3:07 am
by Graf Zahl
Yes, they should be stopped.
I think I just add a static_assert to make them fail for now.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Thu Jun 23, 2022 12:14 am
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.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Tue Jul 05, 2022 2:55 am
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.
Re: Strange portal rendering glitch (since maybe 4.8)
Posted: Tue Jul 05, 2022 4:07 am
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.