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Posted: Sun Sep 10, 2006 11:38
by MartinHowe
OK, here's what happens:

Brick is the ONLY corrupted color.
Issuing gl_flush from the console does NOT correct it, even after restarting GZDoom.
This is true of both 1.0.19 and 1.0.19a

Posted: Sun Sep 10, 2006 13:20
by lemonzest
Thanks Graf, problems fixed here except the Video Menu. what was the problem with the other things? (likes to know :P)

Posted: Sun Sep 10, 2006 16:45
by Graf Zahl
Apparently ATI's driver doesn't store texture clamping information as GL demands it (i.e. separate settings per texture) I don't know how, but something in the texture management must have changed to make this appear this frequently.

Posted: Sun Sep 10, 2006 17:12
by Blade Nightflame
I'm gonna try out the test version, but rest assured, it does not only happen on ATI drivers. Using a (atleast decent for HL2..) NVidia GeForce 5900 FX, it's the same corrupt crap.

EDIT: While the majority of the black lines are gone, I can still see it even with the test version, and why do a few things have to be blurry with no texture filtering? :s

Posted: Sun Sep 10, 2006 17:33
by CSonicGo
ROFL

You're all having the problems I've been plagued with for years!

GL texture clamping is ridiculous, and it's not very well supported!

You have solved the tiling lights problem with RECENT CARDS with this new test version, Graf Zahl. my S3 card just might work with gzdoom now
too.

Posted: Mon Sep 11, 2006 0:19
by lemonzest
Yeah even with the test release (Set to Quality) i still see some faint blacklines around scaled graphics

Posted: Mon Sep 11, 2006 2:36
by Nash
I just tried 1.0.19a (the test version).

A) The funky lighting errors are gone. Yay.

B) The "brick" text colour appears corrupted.

C) There are STILL some artifacts for the menu graphics. Not as terrible as 1.0.19 though.

D) The console text that says "Map 01: Entryway" is coloured weirdly also.

Keep up the good work. =)

Hardware: nVidia GeForce 4 MX 440

Posted: Mon Sep 11, 2006 2:43
by Nash
Oh crap. Looks like I'll have to temporarily revert back to 1.0.18.

GZDoom's reporting assloads of "invalid texture data" in my projects' texture wad. It won't even run. =/

I'm trying to find what the real problem is...

EDIT: At first I thought it was just my eyes, but upon closer inspection, I notice that the sprites are all blurry as f#@k! Turning on filtering makes it look really muddy.

Even with filtering turned off, the sprites appear to have been blurred.

Posted: Mon Sep 11, 2006 13:48
by Vren Lyet
Just played some wad with the new 1.0.19a version and the dynamic lights are okay now, but there's something terribly wrong with the sprites.

Some sprites are scaled somewhat and cut off (see screenshots).

Notice the cut off skull of the revenant in shot1.png.
Notice the revenant fireball in shot2.png.
Notice the cyberdemon, the megasphere, the plasma rifle and the incoming rocket in shot3.png.
Also notice that this is not the case with ALL sprites: the green torches for example are alright (also shot3.png).

That's quite irritating... ;)

Posted: Mon Sep 11, 2006 14:13
by Alter
Vren lyet you met this scaling problem TOO!? I was playing fear_key.wad when i fought cyberdemon that problem happened! I thought it's nearly impossible to reproduce this bug

Posted: Mon Sep 11, 2006 14:33
by CSonicGo
I was fighting cacodemons today, but they were cut in fourths and were firing 1/4th of their fireball. is this what hell is like with a meager budget? or is this a SPRITE DRAWING PROBLEM :P

Posted: Mon Sep 11, 2006 14:47
by Alter
I think more things are messed up!

Posted: Mon Sep 11, 2006 14:48
by lemonzest
i also noticed the sprite scaling problem when i was playing dib20d.wad (drown in blood) some sprites where cut up, and others were bigger than they should be!!.

Posted: Mon Sep 11, 2006 16:50
by DoomWarrior
Not to be rude but, how the fuck can you release a new version and pretty much destroy everything :lol: i just tried it and i felt like punching the screen :shock: please release a new version, take your time just please fix everything! again not to be rude but you seem to be lying when you say oh it works fine on my system.

P.S: Remember to fix Stretched Skies lol

Posted: Mon Sep 11, 2006 18:04
by Graf Zahl
This doesn't happen to me. The reason: My graphics card supports non-power-of-2 textures and with those the error doesn't show. Something must go wrong when the engine tries to decide how to handle such textures.