
[fixed][0.9.17] Dots Appear When Using The Main Menu
Moderator: Graf Zahl
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The funny thing is that my renderer evolved out of GLBoom. The only major difference is that I don't use the tesselator. I always use GL nodes. If you set gl_render_segs to true the geometry should be exactly the same as GLBoom forced to use GL nodes (and as any other port using GL nodes.)
If gl_render_segs is set to false though, I am rendering complete linedefs as opposed to single segs. That reduces the amount of polygons quite noticably and increases speed. But it may create small gaps.
Another thing to consider is view pitch. Without it (like PrBoom) the chance of rendering gaps is significantly smaller because these gaps don't happen on perfectly vertical lines.
If gl_render_segs is set to false though, I am rendering complete linedefs as opposed to single segs. That reduces the amount of polygons quite noticably and increases speed. But it may create small gaps.
Another thing to consider is view pitch. Without it (like PrBoom) the chance of rendering gaps is significantly smaller because these gaps don't happen on perfectly vertical lines.
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This mistake is very strongly appreciable (in 100 times more than at usual levels) on acs_demos.zip\map06
How much I have understood - a problem that you draw the sky at first on all area of the screen and then everything else.
How much I have understood - a problem that you draw the sky at first on all area of the screen and then everything else.
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Ouch. That doesn't look good at all and can not be explained by the way I am rendering things.
The only thing I can suggest is to verify all settings in your graphics driver. Maybe some are set to some fast settings instead of quality. This looks like the driver is throwing away a good portion of the coordinates' precision.
BTW, how is JDoom behaving on your system?
The only thing I can suggest is to verify all settings in your graphics driver. Maybe some are set to some fast settings instead of quality. This looks like the driver is throwing away a good portion of the coordinates' precision.
BTW, how is JDoom behaving on your system?
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I had this problem, the dots at seams would appear almost everywhere. Turning up AA seems to fix most of it though (edit: maybe not). I have an ATI 9600xt.
I have all the settings set to quality, and gl_render_segs 1. On one map, the AA made the dots go away, but as in the screenshot, they came back. edit: hold on, didn't see that the attachment failed because of size.
I have all the settings set to quality, and gl_render_segs 1. On one map, the AA made the dots go away, but as in the screenshot, they came back. edit: hold on, didn't see that the attachment failed because of size.
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Seeing stuff like that makes me wonder how ATI can still sell cards. Apparently their hardware is geared to render modern games properly but they don't give a damn about older stuff. Not even my old Geforce 2 had such obvious rendering precision issues than the screenshots here. But these are issues any Doom source port in existence should have because they all are rendering walls in the same manner.
All this convinces me even more to stick to NVidia but I'll see that I add an option that doesn't clear the entire screen with the sky's contents. Hopefully that helps hiding the problem a little. If the pixels remain at the value of the previous frame the gaps will be far less noticable.
All this convinces me even more to stick to NVidia but I'll see that I add an option that doesn't clear the entire screen with the sky's contents. Hopefully that helps hiding the problem a little. If the pixels remain at the value of the previous frame the gaps will be far less noticable.
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I don't use classical PRBoom. PRBoom-Plus allows to view up and down.Graf Zahl wrote:Another thing to consider is view pitch. Without it (like PrBoom) the chance of rendering gaps is significantly smaller because these gaps don't happen on perfectly vertical lines.
Works fine. Without any dots.Graf Zahl wrote:BTW, how is JDoom behaving on your system?
Remember. Points are visible only with a bright texture of the sky.
The screenshot from chopkinsca is very similar to mine. Points not strongly noticeably in a static position, but they are very appreciable at movements. It reminds me of a New Year tree.
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No. I'm not using that extension. But it's just one more reason not to buy ATI - ever!chopkinsca wrote:I don't know what it means, but maybe this post on an ATi forum means something: Here
Same with me, no dots in jdoom.entryway wrote:Works fine. Without any dots.Graf Zahl wrote:BTW, how is JDoom behaving on your system?
I just checked the Doomsday source. It looks that it is doing some subdivisions of wall polygons to reduce the seams. A long time ago I tried the same thing but it became unnecessary when I upgraded my video card so I never finished it. I hope I can find that code and re-integrate it into the renderer.
Still, why does NVidia manage to handle this without problems but ATI fails miserably? Their rendering pipeline must be significantly less accurate for such big holes...
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I think that vertexes don't have identical coordinates in adjoining polygons thereentryway wrote:acs_demos.zip\map06
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