- Screenshot_Doom_20161105_104918.png (320.89 KiB) Viewed 2670 times
Masked walls texture bounds problem
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Masked walls texture bounds problem
This seems to have happened pretty recently but unfortunately I don't have time at the moment to pin this one down.
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- Developer
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- Joined: Sat Jul 23, 2016 7:53
Re: Masked walls texture bounds problem
Try do a pull and see if its gone. My linear filtering support for the sprites (and some masked walls) had a rather nasty bug that could cause what you're seeing on that screenshot.
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Re: Masked walls texture bounds problem
The problem is still there. If it's relevant I turn off linear filtering, mipmapping, use single-column drawers, multi-threading is true, and am using the D3D canvas (it's faster, for some reason, for me, I think it's been that way since you used OpenGL to get the canvas instead of pushing one to OpenGL yourself).
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Re: Masked walls texture bounds problem
Hmm, strange then. I'll see if it happens here too. D3D vs OpenGL canvas shouldn't matter for anything except menu and weapon sprite and such. Which gfx card do you have btw?
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Re: Masked walls texture bounds problem
Ah, it seems to only happen if r_mipmap is set to false.
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- Developer
- Posts: 798
- Joined: Sat Jul 23, 2016 7:53
Re: Masked walls texture bounds problem
Fixed the error on that screenshot. Hopefully this isn't happening elsewhere.
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Re: Masked walls texture bounds problem
Closing this, since it's fixed.