FLATSPRITE flickering

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Jekyll Grim Payne
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FLATSPRITE flickering

Post by Jekyll Grim Payne »

When I use FLATSPRITE flag, the resulting sprite flickers on the floor, just like in case of clipping textures (e.g. in case of overlapping 3D floors). Is there a way to avoid it?
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Graf Zahl
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Re: FLATSPRITE flickering

Post by Graf Zahl »

What GZDoom version?
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Jekyll Grim Payne
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Re: FLATSPRITE flickering

Post by Jekyll Grim Payne »

2.2.0; I already see my mistake, it works fine with 3.0.1.
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Ivan Llanas
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Re: FLATSPRITE flickering

Post by Ivan Llanas »

It's still happening. Version 3.0pre-134.

This is what you see looking to a bloody floor when the player heads north:
Ground heading north
Ground heading north
And this is the same floor when the player heads south:
Ground heading south. Here the blood sprites produce a very unconfortable flickering on each player move.
Ground heading south. Here the blood sprites produce a very unconfortable flickering on each player move.
It's less common than in version 2, but it's still there.
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Graf Zahl
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Re: FLATSPRITE flickering

Post by Graf Zahl »

What graphics hardware?
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Ivan Llanas
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Re: FLATSPRITE flickering

Post by Ivan Llanas »

NVIDIA GeForce GTX 1060 6Gb

GZDoom rendering output settings:
Hardware Acceleration OpenGL-Accelerated
Software Truecolor Mode On
Poly Renderer Off
Sofware Canvas Direct3D
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Ivan Llanas
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Re: FLATSPRITE flickering

Post by Ivan Llanas »

One detail, if it means anything to you: standing over all that blood, it is correctly displayed when the player has an angle from 340º to 200º aprox. And from 200º to 340º the blood flickers.
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Nash
 
 
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Re: FLATSPRITE flickering

Post by Nash »

I wish GZDoom would implement a proper flat decal drawer in future... :mrgreen:
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Ivan Llanas
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Re: FLATSPRITE flickering

Post by Ivan Llanas »

I vote for this.



Twice!
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