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[technical limitation][0.9.2] sky under water

Posted: Thu Sep 01, 2005 2:39
by Willis
for a split second when you plunge into deep water you can see the sky. You said that deep water implementation was pretty much a hack so I don't know whether this is fixable or not. I was just bringing it to your attention

Posted: Thu Sep 01, 2005 2:57
by lemonzest
same problem here.

Posted: Thu Sep 01, 2005 3:03
by BetaSword
At this point, at least when mapping for this port, it'd probably be better to use the swimmable 3D floors for water... But for old maps, yet, it's probably pretty much a hack. It could also be due to the new clipping stuff, or something... Or I could just be trying to sound knowledgable about all this, while having no clue what I'm talking about :?

Posted: Thu Sep 01, 2005 3:53
by wildweasel
This is particularly noticeable in Map01 of AV.wad (the deep-slime secret across from the monster closet).

Posted: Thu Sep 01, 2005 9:14
by Graf Zahl
What you see is the near clipping plane in effect. That's an inherent limitation of hardware rendering. NVidia has an OpenGL extension to get around this and I am using it. ATi, however, does not so I can't do anything about it.

Sorry.