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[fixed][0.9.17] Dots Appear When Using The Main Menu
Posted: Tue Nov 15, 2005 7:53
by Deathlike2
I'm not sure if this is ATI specific.. but when you use the main menu.. as shown in the pic..
Dots appear... and they stay there even after you close the menu... but once you move.. the dots disappear..
If you cannot see the dots... there's one to the right of the pistol... and another one under the letter "P" in Options...
I'm not overclocking or anything.. it appears like this for whatever the reason...
Posted: Tue Nov 15, 2005 8:20
by solarsnowfall
Posted: Tue Nov 15, 2005 9:11
by Deathlike2
I think I understand the context of what that post meant...
The thing is.. the menu seems to expose it.. and it seems to be exposed the most on specifically the first map of Doom2... now I definately understand what I'm seeing in Plutonia.. but that's that map.. for this bug, the menu exposes it.. staying in one location for an extended period of time doesn't cause it.. just open the menu around that location exposes it... heck, even starting a new game on that map exposes it.. but one move.. even a slight movement of the mouse hides it...
The Doomsday port has no problems with OpenGL... the worst port that exhibits this problem (Vavoom is on par or slightly worse than GZDoom) is Doom Legacy... it's worse there... but whatever I guess...
Posted: Tue Nov 15, 2005 9:50
by Graf Zahl
That's because the translucent effect of the menu draws over the holes in the geometry and makes them visible.
What grahpics card and driver is this? Modern cards should be good enough so these spots never show. I must have played hundreds of maps an´d so far have discovered only one that shows this problem in one single spot with highly complex geometry on my Geforce 6800 (and on my old GF5900 it was the same.)
I could fix the holes - but only at the cost of a significant performance hit on larger maps. I am rendering complete linedefs. When rendering segs this problem will go away but it'd require some significant overhead because the amount of polygons is increased.
Posted: Tue Nov 15, 2005 19:12
by Deathlike2
ATI Radeon 9800 Pro, CATALYST 5.11
Personally, I can live with it, but comparing this with Doomsday (I don't know how it deals with this kind of problem).. perhaps it should be implemented (assuming you want to).
Posted: Tue Nov 15, 2005 20:02
by solarsnowfall
I don't notice it at all during game play anymore.
Posted: Tue Nov 15, 2005 20:04
by entryway
Dots appear not only after use of the main menu. Always. In a greater or lesser extent.
Posted: Sat Nov 19, 2005 12:05
by Graf Zahl
Fixed by adding a gl_render_segs CVAR. But please don't complain that it reduces the performance!
Posted: Sun Nov 20, 2005 18:44
by entryway
Dots appear with gl_render_segs=true
Posted: Sun Nov 20, 2005 19:55
by Graf Zahl
I can'd handle all dots. There are other issues as well but they aren't easily fixable.
Posted: Sat Jan 07, 2006 20:07
by entryway
It's impossible to use GZDoom for me because of white points. They everywhere. They always. To see them it's not necessary to use the Main Menu. It very strongly reminds of a crappy rendering in Legacy. I have a question. Why there are no these points in glboom for example? From all games which I saw these points are present *only* in Legacy and GZDoom.
Posted: Sat Jan 07, 2006 21:40
by BetaSword
If you're seeing them in a level that you're making, and said level is indoors and doesn't require the sky, try this: Import a completely black texture, and set it as the sky. Cause the sky is what's showing through the geometry. If it's someone elses levels... Then I have no clue.
Posted: Sat Jan 07, 2006 22:13
by entryway
Yes, you are right. Points do not appear with completely black sky. I have tried gl_draw_skyboxes=false. I thought in this case GZDoom will draw the sky in the same way as glboom (for each line from sector instead of an once). But it has no effect.
Posted: Sat Jan 07, 2006 22:24
by Graf Zahl
What kind of graphics card do you have?
If white dots appear with gl_render_segs = true there has to be a problem. These happen when the geometry is not 100% seamless. This can happen on borders between flats and walls when you don't render them as segs. This also happens between walls that don't match exactly at both floor and ceiling
The reason why you don't see the problem in PrBoom is because PrBoom renders the sky differently. I could change the sky rendering so that it only fills the parts of the map where it is supposed to be but that would mean a slight performance degradation and it'd only work with modern cards that support a stencil buffer.
Posted: Sat Jan 07, 2006 22:33
by entryway
9800pro