ATI and white dots. Fixed in GZdoom, but not other games?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Disciple-X
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ATI and white dots. Fixed in GZdoom, but not other games?

Post by Disciple-X »

As the title says, Graf added a render quality option to GZdoom that removes white dots where objects/sectors meet at a line. However, I am currently playing Hitman: Blood Money and I get similar dots where 3D brushes/objects meet. No other game gives me a single white-dot artifact. I can certainly tell this is not an overclocking related issue, but in fact a rendering issue. I was wondering if the rendering option in GZdoom is hard coded into the port only, or is it the port using already embedded driver options that can be manipulated for all games through use of a driver tool, the windowss registry, etc. Granted this is not GZdoom specific, I think an explanation on how Graf addressed this problem in GZdoom could be beneficial to future driver creation and feedback.
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Graf Zahl
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Post by Graf Zahl »

Ati's rendering pipeline lacks precision so that when polygon edges don't match 100% you will see white dots. For a modern polygon based renderer this normally isn't an issue but it still can happen. To answer your question, to fix this it has to be coded into the application (and from the presence of a menu option it should be obvious that this is not a particularly cheap workaround.)
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Disciple-X
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Post by Disciple-X »

Thanks for the info. I'm just glad to know "how" the fix was added.
MasterOFDeath
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Post by MasterOFDeath »

I use an ATI card and I've only ever noticed the dots in GZDoom/DoomsDay/etc.... weird.
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Betanol
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Post by Betanol »

me too.. and btw they are most like red dots to me... on every vertice junciton on the map
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Graf Zahl
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Post by Graf Zahl »

MasterOFDeath wrote:I use an ATI card and I've only ever noticed the dots in GZDoom/DoomsDay/etc.... weird.

Not surprising because any modern game builds its world out of properly matched triangles. With Doom's level architecture it's different because it's fundamentally different in design.
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