render issue with vertex rounding
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!
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!
- Sir Robin
- Posts: 537
- Joined: Wed Dec 22, 2021 7:02 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Medellin, Colombia
render issue with vertex rounding
This file contains 2 maps, ROUND3.wad and ROUND4.wad. They are the exact same map except that one has the vertex X and Y values rounded to 3 place, and one has them rounded to 4 places. Load ROUND4.map in GZDOOM and notice same walls are not rendered. They are definitely there, they exist in the file, and I can see them in UDB, but they don't render in GZD (tested with 4.7.1). Those same walls are rendered properly when loading ROUND3.map
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: render issue with vertex rounding
Actually, this looks like a node building error, not a render error.
- Marisa the Magician
- Banned User
- Posts: 3886
- 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
- Contact:
Re: render issue with vertex rounding
I am very familiar with those. They're immediately visible in SLADE when they happen, but I suppose UDB does things differently.