Yep, that fixes the flickering for me, too, although now it seems like there's hardly any depth fog, at least in maps that don't have odd colored fog, like MAP01 of Doom 2. You can still see a bit of darkness if you're far away from something, but other than that, there doesn't seem to be much at all. But that could always be on purpose, I don't know.
i still have the depth fog working, to test the fog settings which are easy to see in the PAR.wad E1M6 you can try toggling the depth fog option off and on, it makes a lot of difference. on the normal maps in ultimate doom (e1m1), it works also, its just not as pronounced as the software renderer
Edit: grammer and spellings, god my english sucks
Last edited by lemonzest on Thu Sep 01, 2005 4:17, edited 1 time in total.
On the latest test version I got areas like this on M4 of 007LTSD. I don't know if it has anything to do with the implamentation of fog on the map itself, but in a few places the fog seems denser than others, wich changes based the player's perspective. For the most part it's not noticable, but when you get it to happen, it stands out quite a bit.
I can definitely confirm it. As it is, the depth fog (when it actually decides to show up, usually after switching to software rendering, then back to OpenGL again) likes to act excessively odd, moving around as the player does, shifting around in very odd ways depending on where the player looks... I would post screenshots, but I've only noticed this so far in a map I'm working on, that I'd like to keep semi-under wraps until it's done. But meh, I'm sure I could figure it out with some other maps, too.
It appears to have issues with polygons that have extremely long sides. The last time I saw something like that was with a Geforce 2 but on NVidia cards it has been fixed since the Geforc e 3.
Graf Zahl wrote:It appears to have issues with polygons that have extremely long sides. The last time I saw something like that was with a Geforce 2 but on NVidia cards it has been fixed since the Geforc e 3.
Yep, ATI's cards might render professional games properly (including problem-free fog effects), but if they cause problems with a brand new Doom source port, they must suck!
Seriously though, something tells me that if Graf had developed GZDoom using a system with an ATI card, all the bug reports would be from NVidia users. I'd imagine that if you don't have direct access to hardware, it's rather difficult to get your software to run perfectly with it.
That may be. But the fact is that I am using the automatic fog effects of OpenGL as described in each and every tutorial available - and ATI can't handle it!
I'm quite sure it's a bug in their OpenGL driver and that fog works in D3D on their cards. Maybe Micro$oft is behind this...
its a known fact that ATIs ogl drivers are not up to par with nVidias. I have nothing against them, I have one of thier cards in my PC right now, its just that it wouldn't surprise me one bit if ATI was the root of the problem