Regardless of resolution, it appears that there is a small strip on the right edge of the screen that still shows the previous image.
I can't take a screenshot of it, since the window immediately closes if I press any key or click anywhere.
ENDOOM doesn't cover entire screen
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
-
-
- Posts: 3879
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
-
-
- Posts: 17731
- Joined: Fri Jul 06, 2007 3:22 pm
Re: ENDOOM doesn't cover entire screen
Would need to capture a video and then extract a frame from that video. A bit overkill, probably...Marisa the Magician wrote:I can't take a screenshot of it, since the window immediately closes if I press any key or click anywhere.
-
-
- Posts: 3879
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
-
- Lead GZDoom+Raze Developer
- Posts: 48543
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: ENDOOM doesn't cover entire screen
Sometimes it is really interesting how bugs manifest themselves.
In this case the cause of the problem was a bad range check in the character drawer for the text screen which skipped the rightmost column.
This meant that this rightmost column was transparent and didn't cover what it was supposed to do.
The start screens only have one shader available (textured, with alpha test - the rest only gets loaded after the screen is up) so they can neither use ClearRect nor not fully opaque textures for covering the screen, they actually need a fully opaque texture.
In this case the cause of the problem was a bad range check in the character drawer for the text screen which skipped the rightmost column.
This meant that this rightmost column was transparent and didn't cover what it was supposed to do.
The start screens only have one shader available (textured, with alpha test - the rest only gets loaded after the screen is up) so they can neither use ClearRect nor not fully opaque textures for covering the screen, they actually need a fully opaque texture.