Page 1 of 1

Masked walls texture bounds problem

Posted: Sat Nov 05, 2016 15:51
by Rachael
Screenshot_Doom_20161105_104918.png
Screenshot_Doom_20161105_104918.png (320.89 KiB) Viewed 2551 times
This seems to have happened pretty recently but unfortunately I don't have time at the moment to pin this one down.

Re: Masked walls texture bounds problem

Posted: Sat Nov 05, 2016 16:15
by dpJudas
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.

Re: Masked walls texture bounds problem

Posted: Sat Nov 05, 2016 16:28
by Rachael
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).

Re: Masked walls texture bounds problem

Posted: Sat Nov 05, 2016 17:16
by dpJudas
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?

Re: Masked walls texture bounds problem

Posted: Sat Nov 05, 2016 17:18
by dpJudas
Ah, it seems to only happen if r_mipmap is set to false.

Re: Masked walls texture bounds problem

Posted: Sun Nov 06, 2016 7:35
by dpJudas
Fixed the error on that screenshot. Hopefully this isn't happening elsewhere.

Re: Masked walls texture bounds problem

Posted: Mon Nov 07, 2016 15:51
by Rachael
Closing this, since it's fixed. :)