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HOM Looking through 3D MidTexture

Posted: Thu Jan 20, 2011 1:47
by NeuralStunner
This is an odd one. Same construct as my previous thread today, but looking up from underneath.
Spoiler:
Look in the upper left and right corners, you can see HOM (black in the screenshot, since R_ClearBuffer is 1). Couldn't get this problem in ZDoom, possibly due to view pitch restriction.

There are no nodes in the Wad, I'm letting GZDoom generate them at run. However, building them with ZDBSP first had no effect.

If you need a sample map, one can be found in this ZDoom Forum post.

Re: HOM Looking through 3D MidTexture

Posted: Thu Jan 20, 2011 9:05
by Graf Zahl
I can't see anything but I have an idea what happens. In certain situation the view frustum angle is not correct. I have been looking for a formula to properly calculate this for 6 years but with no luck.

Re: HOM Looking through 3D MidTexture

Posted: Thu Jan 20, 2011 9:17
by NeuralStunner
Alright. Since it only appears in the corners, I think I can live with it.