partial invisibility and render artifacts

Is there something that doesn't work right in the latest GZDoom? Post about it here.

Moderator: GZDoom Developers

Forum rules
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.

If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.

Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3160
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain

partial invisibility and render artifacts

Post by drfrag »

Copied from another topic about a different issue.
It happens since this commit https://github.com/coelckers/gzdoom/com ... 96921a24e8
Tested with gzdoom-x64-g4.6pre-257-g98a9729da.7z
It's specially noticeable with gl_fuzztype 4 but also happens with most of them (with type 6 is not as frequent but seems that shooting helps). There are random white dots and vertical lines.
To reproduce give yourself partial invisibility and summon a spectre at the start of MAP01.
Player701 wrote: [*]With gl_fuzztype set to either 3 of 4, invisible monster sprites seem to display random white dots instead of white vertical lines. This behavior was reproduced both on my desktop PC and on my laptop. It appears, however, that the amount of dots is somewhat less on the laptop than on the desktop. Note that on both machines, GZDoom runs in the native Full HD (1920x1080) screen resolution.
[*]With gl_fuzztype set to either 3 of 4, weapon sprites display random white vertical lines, as described in my previous post, only on my desktop PC. I could not reproduce the vertical lines on my laptop.[/list]

Return to “Bugs [GZDoom]”