I don't think that's really a bug. That's where the edges of the polygons meet, and for some reason, they don't always line up exactly. You can see that problem in a lot of games and other things. In that case, the sky is showing through them, as that's what GZDoom shows (on maps that use the sky) instead of the happy fun HOM. Were it a HOM that showed through, you probably wouldn't really notice as much. You can really see the holes, though, when you go to the menu (in maps that don't use the sky).
So basically, if it uses the sky, the holes will likely be visible. If it doesn't use the sky, they probably won't be visible.
It heavily depends on the graphics card.
When I still had a Geforce 3 it was quite bad on occasion (like in your screenshot.) But when getting a Geforce 5900 it nearly went away and on my current Geforce 6800 I have seen it only once so far in a highly detailed spot on one map. I'm a bit surprised though that a modern card is having such severe problems with it.
But BetaSword is correct. This is not really a bug. To fix it I had to make sure that each and every side of each polygon in the game has a perfectly matching counterpart but that would blow things massively out of proportion and prohibit any kind of optimized handling of rendering data.
solarsnowfall wrote:They seem to collect along the edges of linedefs in large areas, and jitter about as you move around.[/spoiler]
Yay! True Vavoom compatibility at last! Well done, Graf!
(For those who don't know, Vavoom is notorious among OpenGL source ports for producing white spots on the display, where others do not, or do much less so)
I know. It must mutilate the polygons beyond belief to get that many white spots. Even on flats! And they are absolutely seamless in the nodes so it must do something wrong.