[fixed][0.9.17] Dots Appear When Using The Main Menu
Moderator: Graf Zahl
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The easy way to get rid of the dots is to add (or subtract) 0.001f to the vertex coordinates.
I have tried it in the prboom and it works very fine!
Code: Select all
deltax1 = (wall->glseg->x2 - wall->glseg->x1)*0.001f;
deltaz1 = (wall->glseg->z2 - wall->glseg->z1)*0.001f;
glVertex3f(wall->glseg->x1 - deltax1,wall->ytop,wall->glseg->z1 - deltaz1);
glVertex3f(wall->glseg->x1 - deltax1,wall->ybottom,wall->glseg->z1 - deltaz1);
glVertex3f(wall->glseg->x2,wall->ytop,wall->glseg->z2);
glVertex3f(wall->glseg->x2,wall->ybottom,wall->glseg->z2);
- Graf Zahl
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Wie kann ich diese Nebeneffekte in GLBoom sehen? Ich denke, dass 0.001 zu wenig ist, damit es den sichtbaren Effekt in realer Geometrie gibt. Davon werden nur innere Verrechnungen in dem Videoadapter beeinflusst.Graf Zahl wrote:I tried that, too, and didn't like the side effects. I'll fix this for real.
- Graf Zahl
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Is German easier to read for you?
Anyway, to keep this topic readable for anyone else:
When I tried this some time ago it seemed to work at first but the problem is that the polygons are no longer seamless. The end result on my old Geforce 2 was that I ended up with slight overlaps at the boundaries that were visible on close inspection. And in the far distance the added margin was too small to have any effect so I still got white spots. I never had the chance to properly investigate because at that time I upgraded to a GF3 which was far less prone to these errors and when I got my GF 5900XT they were gone completely.
Anyway, to keep this topic readable for anyone else:
When I tried this some time ago it seemed to work at first but the problem is that the polygons are no longer seamless. The end result on my old Geforce 2 was that I ended up with slight overlaps at the boundaries that were visible on close inspection. And in the far distance the added margin was too small to have any effect so I still got white spots. I never had the chance to properly investigate because at that time I upgraded to a GF3 which was far less prone to these errors and when I got my GF 5900XT they were gone completely.
- Graf Zahl
- GZDoom Developer
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- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
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- Joined: Sat Oct 29, 2005 0:40
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: