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Rendering Bug on Moving Floors

Posted: Thu Jun 17, 2010 4:56
by PlausibleSarge
This has probrably already been posted before, but I am getting a weird bug in Heretic and Hexen (I think DOOM does it too, but I haven't tested it) where there is a chance that after a floor is moved, it has a chance of losing its floor texture.

Here are screenshots to show you what I mean.
http://img716.imageshack.us/img716/161/ ... 201006.png

This is the first mission of Heretic. Usually, the Elevator comes down normally, but instead it moves down normally, and when it hits the floor instead of working properly the floor moves back up to where it originally was and the foor is replaced by HOM or sky.

To get there (if you want to test for yourself) start heretic, and immediately move forward and keep going. It is at the end of the pool of water place with the red demons and the stairs.



http://img80.imageshack.us/img80/9352/s ... 100617.png

This is the second mission of Hexen, right outside the first portal. It is the platform where you get the axe/spell/whatever (Weapon 2 for your class)


http://img143.imageshack.us/img143/9352 ... 100617.png

and THIS is how it is supposed to look


I am using a Sapphire ATI Radeon HD 5770, and I know this game has issues with ATI cards. I am using the latest ATI drivers.

Is there any fix/workaround or do I just have to put up with it? I really don't want to be forced into using Software Mode. Even in Software mode the game crashes ALOT. But atleast it doesn't have the stupid graphics errors.

I am using GZDoom r819 (the latest build)

I would use the latest stable released build on the website, but it doesn't even work with my ATI card and I think it would have the same problem anyway.

Re: Rendering Bug on Moving Floors

Posted: Thu Jun 17, 2010 15:16
by Graf Zahl
What's your vertex buffer setting (in Options -> Display Options -> GL options -> Preferences?)

ATI has shown to have problems if this was set to 'dynamic'. Best switch vertex buffers off.

Re: Rendering Bug on Moving Floors

Posted: Thu Jun 17, 2010 16:46
by Rachael
Graf Zahl wrote:ATI has shown to have problems if this was set to 'dynamic'. Best switch vertex buffers off.
I can attest to this, myself. I noticed odd problems with later versions of GZDoom when using various types of height-changing sectors, especially platforms.

Switching vertex buffers off solved the problem for me.

Re: Rendering Bug on Moving Floors

Posted: Sun Jun 27, 2010 6:11
by PlausibleSarge
so I terned Vertex Buffering off and it worked fine.

Thankyou very much, kind chaps!

Re: Rendering Bug on Moving Floors

Posted: Sun Jul 04, 2010 23:47
by Yhe1
Can somebody tell me how to turn off the vertex buffers in an ATI 3670, and I have the Catalyse control center, but I can't seem to find the option for the vertex buffer. Thanks much!

Re: Rendering Bug on Moving Floors

Posted: Mon Jul 05, 2010 10:20
by PlausibleSarge
Yhe1 wrote:Can somebody tell me how to turn off the vertex buffers in an ATI 3670, and I have the Catalyse control center, but I can't seem to find the option for the vertex buffer. Thanks much!
The option is in game under Settings->Video Options->Advanced OpenGL settings or the like.

It can be a little tricky to find.


BUT, the option is in-game, not in CCC

Re: Rendering Bug on Moving Floors

Posted: Mon Jul 05, 2010 23:03
by Yhe1
Yhe1 wrote:Can somebody tell me how to turn off the vertex buffers in an ATI 3670, and I have the Catalyse control center, but I can't seem to find the option for the vertex buffer. Thanks much!
Got it, thanks much, I was looking in CCC. :oops:

Re: Rendering Bug on Moving Floors

Posted: Mon Jul 26, 2010 21:52
by Gez
I guess this can count as being resolved.