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[duplicate] Darkness and Texture Bleed-Throughs

Posted: Thu Mar 09, 2006 12:21
by MartinHowe
Please refer to the screenshot:
Image

Areas 1 and 2 have no 3-D floors, but include a partly transparent "grating" texture with total darkness in the sector behind it. Some of the darkness is bleeding through under the texture and (case 1, upper bleed) at the level of the ceiling of the sector behind.

Area 3 has some 3D floors and if the player turns and catches the view at the right angle or if a gunflash or monster fireball launch occurs, flashes of bright light occur along the edges. The insides of the cavity do indeed have a silver flat and wall texture (the black area in the modified METAL2/RW33_1 texture/patch is an open cavity with a non-blank middle texture).

This WAD and its resources comprise over 10MB, so far too big to upload here; if this isn't enough to go on, I'll try making a cut-down part of the WAD for upload.

Here's the startup log:

Code: Select all

Log started: Thu Mar 09 10:45:49 2006

 adding gzdoom.pk3
 adding c:/thissite/idraven/doom2190/doom2.wad (2919 lumps)
 adding ../badguys/badguys.wad (868 lumps)
 adding ./hexonyou.wad (1418 lumps)
 adding ./mapinfo.lmp
 adding ./dehacked.lmp
 adding ./animdefs.lmp
 adding ./sndinfo.lmp
 adding ./decorate.lmp
 adding ./keyconf.lmp
 adding C:/WINDOWS/system32/tempmap.wad (1320 lumps)
CPU Speed: 2595.577274 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) 4 CPU 2.60GHz 4 CPU 2.60GHz
  Family 15, Model 2, Stepping 7
  Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: MOBILITY RADEON 7500 DDR x86/SSE2
GL_VERSION: 1.3.1010 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_occlusion_query 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_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_ATI_map_object_buffer GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection 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_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control 
Occlusion query enabled.
Resolution: 1280 x 1024
Slot 8 cleared
Slot 9 cleared
Init DOOM refresh subsystem.
Patch installed
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)



+MAP01 - The Butchery

Posted: Thu Mar 09, 2006 15:38
by Graf Zahl
I recently spotted something similar myself. There seems to be something wrong with the new rendering code in 1.0. :(

Posted: Thu Mar 09, 2006 16:23
by Graf Zahl
Can you check your settings for 'smooth sprite edges' and if that is set to off please enable it? If that makes the effect disappear the bug is fixed.

Posted: Thu Mar 09, 2006 20:52
by MartinHowe
Setting that stops it happening for gunflashes and monster projectile launches, but does not solve it when movement-induced.

Posted: Thu Mar 09, 2006 21:00
by Graf Zahl
What is your 'rendering quality' setting in the menu?

Posted: Thu Mar 09, 2006 21:36
by MartinHowe
Speed.

If I set them to Smooth Sprite Edges=YES and Rendering Quality=QUALITY the problem almost (but not quite) dissappears.

Posted: Thu Mar 09, 2006 21:54
by MartinHowe
I'm also getting strange opengl-like errors in the sky and upper walls, but in a part of the map that has no 3D geometry. It is like the feathering you sometimes see in old maps, but occurs to entire sections of sky. It resembles HOM. To be fair this is probably not related, but who knows. It seems to occur entirely in open areas and not always even then.

See http://www.martinsobservationpost.net/s ... OM0000.png

The interesting thing is that this is with a local GDZOOM.exe and r_Opengl.dll compiled from 1.0.02 source with MSVC 2003 .NET with the toolkit and /GL and /arch:SSE2 added to the command-line (and /LTCG to the linker). There are no problems with the compile or link, BTW. If I use the distributed 1.0.02 .exe and .dll it goes away. I wonder what MS have been doing inside their compiler... :)

Posted: Thu Mar 09, 2006 21:55
by Graf Zahl
Well, I can't take care of all the geometry inaccuracies. Unfortunately with ATI there will always be some holes. I know perfectly well why I don't buy their cards. ;)

Posted: Thu Mar 09, 2006 22:01
by MartinHowe
Graf Zahl wrote:Well, I can't take care of all the geometry inaccuracies. Unfortunately with ATI there will always be some holes. I know perfectly well why I don't buy their cards. ;)
And I will be sure to specify NVidia card for my next computer!!