blood decals (open-gl rendering)

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simc
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blood decals (open-gl rendering)

Post by simc »

Back in 2008 did GZDoom 1.1.0 change something about how it rendered the generic blood splat decals on the walls?

With the 1.0.xx serie the decals were OK, but after the 1.1.0 version came out the splats have had small edges and incontinuity points ever since. It's nothing dramatic but it pops to the eye on certain unicolor surfaces.

Should have asked this earlier, but I thought it was caused by my ancient graphics card. But this occures even with modern machines.
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screenshot (jpg) from 1.1.0
screenshot (jpg) from 1.1.0
_1100-Screenshot_Doom_20090528_023158.jpg (16.51 KiB) Viewed 746 times
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Rachael
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Re: blood decals (open-gl rendering)

Post by Rachael »

I'm going to go out on a limb here, and say this is something which most likely cannot be controlled. Of course, I have actually literally no experience programming in OpenGL, so my perception of this issue may be skewed, but I've seen this issue in many commercial games and have since considered it pretty much normal.
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Graf Zahl
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Re: blood decals (open-gl rendering)

Post by Graf Zahl »

Can you point me to a precise version when this changes? I have an idea what is different but I can't find anything in the source that explains the different behavior. So if you can give me the 2 versions between which it actually changed I could do a specific source comparison between them.

You can find all GZDoom versions that were ever released in the archive:

http://grafzahl.drdteam.org/gzdoom/archive
simc
Posts: 26
Joined: Sat Sep 30, 2006 11:48
Location: Finland

Re: blood decals (open-gl rendering)

Post by simc »

This happened when the offical verasion turned 1.0.32 -> 1.1.00.
The above screenshot is from 1.1.00, but it goes the same with the latest versions too. (Noticed that first with Win98SE+Riva128, then XP+NVidea, and now with Vista+NVidea)

Here's an other shot from 1.0.32:
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_1032-DOOM0002.jpg
_1032-DOOM0002.jpg (15.96 KiB) Viewed 702 times
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Graf Zahl
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Re: blood decals (open-gl rendering)

Post by Graf Zahl »

fixed.
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