FLATSPRITE Z-Fighting With Floors

Bugs that have been resolved.

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Major Cooke
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FLATSPRITE Z-Fighting With Floors

Post by Major Cooke » Tue Oct 04, 2016 17:44

Because I figured MaxED's not going to post the bug report here...

This still happens with the floor.
Image

A simple test actor.

Code: Select all

Actor A
{
	+NOINTERACTION
	+FLATSPRITE
	States
	{
	Spawn:
		HEAD A -1 NoDelay A_Warp(AAPTR_DEFAULT,0,0,0,0,WARPF_NOCHECKPOSITION|WARPF_TOFLOOR)
		Stop
	}
}

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SanyaWaffles
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Re: FLATSPRITE Z-Fighting With Floors

Post by SanyaWaffles » Wed Oct 19, 2016 23:39

Just some insight into this, it seems raising the object one map unit from the floor fixes the issue you're seeing.

I actually tried implementing manhole covers like you see in Blood or Duke 3D just for decoration and that shimmering comes up so I manually moved the object one pixel and gave it no gravity and the glitchiness disappeared.

Not exactly a fix to the code, but it might help people in the interum until a fix is made.

Major Cooke
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Re: FLATSPRITE Z-Fighting With Floors

Post by Major Cooke » Wed Nov 30, 2016 3:27

Yeah. I do that currently in my mods too since there's no other way to really fix this so far.

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Graf Zahl
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Re: FLATSPRITE Z-Fighting With Floors

Post by Graf Zahl » Tue Dec 06, 2016 19:20

fixed. I thought I had already added the required handling, but it wasn't there at all.

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