White dots on textures

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Janizdreg
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White dots on textures

Post by Janizdreg »

There are flickering (they flicker as I move) white dots all over wall textures in certain levels. It looks like this:
Image
Is there a way to get rid of them?
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Graf Zahl
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Post by Graf Zahl »

First, set the rendering quality in the menu to 'quality'. If that doesn't help tell the manufacturer of your graphics card that he sucks. That's because this effect is caused by bad geometry precision in the rendering pipeline and hardware dependent.
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Paul
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Post by Paul »

@Janizdreg-are you using an ATI card? That may be a problem. I'm using a Radeon 9200 SE and it sucks!
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Alter
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Post by Alter »

I'm using ATI Radeon 9600 XT and i don't have problem with gzdoom for me 9200 is not worth!
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Paul
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Post by Paul »

Yeah, I'm getting an nVidia 6600 this thursday.
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Janizdreg
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Post by Janizdreg »

Graf Zahl wrote:set the rendering quality in the menu to 'quality'.
This fixed the problem. Thanks a lot.
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Jive
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Post by Jive »

Graf Zahl wrote:tell the manufacturer of your graphics card that he sucks.
Muhahaha!!!

I'm very pleased to have this answer, since the VERY long time I noticed those weird white dots in Legacy. The crew wasn't able to answer when we asked for a solution.
Now, we have it!!!

Muhahaha!!!

I'm using an ATI Radeon 9700 Pro with the latest AMAZING drivers, and they are THE BEST ONES since the very beginning: no more dots, no more pixels, AA absolutely PERFECT.
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chopkinsca
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Post by chopkinsca »

alterworldruler wrote:I'm using ATI Radeon 9600 XT and i don't have problem with gzdoom for me 9200 is not worth!
Ditto for me, except I do notice a few things now and then. Seams still show up where flats and walls meet (and slopes). Also fog in larger rooms is horrid, gets better if the room is cut down though. The fog changes as you turn, in one direction it looks half normal, the other it fills your screen. I was thinking of making a small video of it. All the previous investigation into the problem was done with screenshots, and actually seeing it motion helps better.
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Paul
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Post by Paul »

fog in larger rooms is horrid,
I know your pain. This especially looks nasty with an infinite horizon.
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Eriance
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Post by Eriance »

I just get red dots. Lol. I suppose it's caused bythe same problem.
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Post by Finalizer »

Well, I also have a Radeon (X850XT), and I did notice a single stray white dot in Strife (Never anywhere else in the game, and never in any Doom wad). Didn't think anything of it at the time, though.

Also, this isn't GZDoom related per se, but I was playing around in ZanZan, and the fog seemed a lot brighter than when I was playing with a much older vid card... Might've just been my memory being bad, but... Well, whatever.

Also, is it just me, or do the light levels seem messed up? I.E., when something is set to "0" light, it's still pretty easily visible... Might just be me...
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Graf Zahl
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Post by Graf Zahl »

There's a cutoff value for light. Anything below that will be rendered at this specified level. That's because originally 0 isn't completely black near the camera and I need some way to compensate because otherwise any level using light level 0 which would be playable in software mode would get broken because you couldn't see anything anymore.
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Post by SlayeR »

So implement timmie's shader fog :P Seriously though that was looking rather interesting, but then timmie disappeared again :/
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Graf Zahl
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Post by Graf Zahl »

Even with high end cards the performance hit of shaders is still too high, not to mention that conditional execution is practically non-existent which combined with disabling the entire default rendering pipeline makes them rather unappealing at the moment.

Once GLSL reaches a state where it is possible to do real programming I might revisit it but right now it's just one big pain in the ass to use.
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Alter
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Post by Alter »

I noticed that there with dots in strife on MAP02... in the alleyway of shops! in other places i don't see white dots
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