Camera Texture appearing on HUD in reduced screen mode.

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Enjay
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Camera Texture appearing on HUD in reduced screen mode.

Post by Enjay »

OK, here's a strange one. On one particular level, if I reduce the screen size (by pressing the - key) until the GRNROCK border can be seen around the screen, you can see one of the camera textures used in the level in the bottom left corner of the screen, tucked in behind the status bar.

I've attached the offending level with the textures from my WAD "fixed" by DeePsea to use defaults (to suppress the thousands of missing texture errors at the console). This makes it hard to navigate the level - but you don't need to as the error can be demonstrated from the p1 start.


BTW, this is also the level that I noticed showed odd teleport behaviour where you get a brief glimpse of another part of the level as you teleport (reported already). I'm not sure if it happens with this stand-alone version as the level looks so similar throughout with the default textures.
http://forum.drdteam.org/viewtopic.php?t=2644


The level runs as map74 and is purely a test level I've been using with all the main items from my project. As such, it has grown organically and the script etc is a mess but I can't see anything obvious wrong with it. I suggest starting it with the -nomonsters flag as the Doom items are all in the level and these are dehacked in the mod.

I've used the same camera textures on other maps and this problem does not happen.

There is one difference when I run this map in the full mod. When you run the stand-alone version, map74 does not show the GRNROCK border at all. The border is just black with the camera texture at the bottom. On other levels, the GRNROCK shows as normal. When running the full mod the (replaced) GRNROCK is visible around the screen, but the camera view is still shown (see image below).
Image

The effect does not happen with Zdoom but does happen with the current GZdoom and a few previous versions too.
Attachments
camtex.zip
Warp to map74 (with -nomonsters) and reduce the screen size using the "-" key.
(190.65 KiB) Downloaded 174 times
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Post by Enjay »

I just thought I'd report that I found this happening on a different map with 1.0.29 (and that it still happens with the original map).

Interestingly, it only happens in one place on the new map. I first noticed a strange flickering in the bottom left of the fullscreen alt-hud. ie it was interfering with the view during normal play. When I reduced the screen size, I got exactly the same effect as in the above attached file. However, moving away from the area of the map where I noticed the problem caused the camera texture to stop appearing on the hud. So this time the effect was localised to a very small area of the map.

The point on the map where the problem occurred is near the place in the level where the camera texture is, but you cannot actually see it from that position. It just so happens that I have set the camera texture in the level to be shootable so that the player can smash the "monitor" it is on. This is done by changing the texture on the camtex line to a non-camera-texture texture using a script. Once you do this, the camera texture image no longer appears on the hud when you go back to the area where the problem happened.


Any idea what's causing this?
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Azure Agony
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Post by Azure Agony »

Yes, I found that bug too. But I don't play on minimized screen so it is not to big problem for me :) Here is a screen:
Attachments
DOOM0028.jpg
DOOM0028.jpg (80.28 KiB) Viewed 2302 times
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Post by Azure Agony »

THIS BUG DISSAPEAR IN MY WAD WITH LATEST VERSION OF GZDOOM 1.0.30 !!!
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Post by Enjay »

Partial success for me. With 1.0.30, the above WAD no longer shows the problem. However, the other WAD that I mentioned still gives a glitch. If I go to the area of the map where I noticed the problem before, in full HUD mode, I still get flickering artifacts the size of the camera texture in the bottom left of the screen (ie, it still interferes with normal gameplay). If, however, I reduce the screen size, I can't see the camera texture hiding off the edge of the screen as I could before (like it was in the screenshots). However, if in full HUD mode, I noclip into a nearby wall so that the bottom left of the screen is looking at the void, the bottom left areas has the camera texture image in it and it gets fully updated (ie I can see the camera image panning).

I tried to take a screenshot and that leads me to another problem...

http://forum.drdteam.org/viewtopic.php?p=26828

Screenshots aren't working properly in 1.0.30
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Post by Graf Zahl »

I never addressed the problem so nothing can be fixed in 1.0.30.
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Post by Enjay »

It has certainly changed a bit for whatever reason. The example wad no longer easily shows the error but I have now noticed problems in quite a few maps. In all the cases, you get brief flickering of the camera texture view in the bottom left of the screen. It doesn't happen all over most maps and it is a brief flicker, but it's ugly and quite distracting. :(
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Post by Enjay »

Here you go. This is a place where I can get it to happen regularly: Z1M1.

Standing near the top of these stairs, facing in this direction always gets the flicker for me. It doesn't look quite so bad in this video as it appears in game because the flicker is normally more frequent than it was with FRAPS loaded. Note, a camera texture does not have to be in view to get the effect. It just so happens that there is one here. The flicker is too fast for me to tell whether the flickering camera texture is this one or another one somewhere else in the level.

http://www.rowand.myzen.co.uk/kdizd.wmv
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Post by Enjay »

And just to add insult to injury, here is the effect at the top of your favourite ladder. The effect is widespread and seems to happen in every level with a camera texture that I have tried. This time, the effect was on screen long enough for me to tell the camtex interfering with the screen was the same one as being shown on the monitor in the screenshot.

Image

Image

Image

Image

Image

Image

I'm sure you have enough examples now. I'll not post any more unless something really interesting arises.
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Post by Graf Zahl »

Can you do me a favor and post the startup log?

I fear the only means to fix this is to use the 'render to texture' extension but that's only worth the hassle if older cards support it as well.
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Post by Enjay »

Certainly.

Code: Select all

Log started: Sat Jan 05 21:38:27 2008

W_Init: Init WADfiles.
 adding F:/Doom/gzdoom/gzdoom.pk3
 adding doom.wad (2306 lumps)
 adding kdizd.pk3
I_Init: Setting up machine state.
CPU Speed: 2813.538079 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) 4 CPU 2.80GHz 4 CPU 2.80GHz
  Family 15, Model 2, Stepping 7
  Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
TEAMINFO_Init: Load team definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Patch installed
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6200/PCI/SSE2
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 640 x 480
16 bots read from bots.cfg



TITLEMAP - Unnamed

This map has an incomplete BSP tree.



Z1M1 - Hangar
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Enjay
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Post by Enjay »

I was just wondering if there was any news on this one - like have you perhaps figured out where the issue is? Do you need any more info?

I'm surprised no one else has mentioned it because it's doing my head in. I think pretty much any level with a camera texture on it will show the problem to a greater or lesser extent for me. For some reason, KDiZD seems particularly bad but I've got a whole bunch of levels where it really is a distraction. Perhaps there simply aren't that many levels that people are playing that have camera textures in them?

Because it flickers, it's really had to get a good screen grab of, but here's a few more just for the hell of it. :)

Image
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Post by Graf Zahl »

It doesn't happen for me. And the weird way it looks suggests some problems while clearing the depth buffer before rendering the main view.
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Post by Enjay »

Thanks for the feedback.
Graf Zahl wrote:the weird way it looks suggests some problems while clearing the depth buffer before rendering the main view.
I just read up about depth buffers on Wikipedia so at least I'm a little (only a little mind) more clued in about my hardware. Is it something that you think you will be able to address?
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Post by Graf Zahl »

I have no idea what happens here. The code should work and for me it does.
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