Is that a bug?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Logan MTM
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Is that a bug?

Post by Logan MTM »

I was stoped watching that tree when this happened:
[spoiler]Image[/spoiler]

Now a little step foward:
[spoiler]Image[/spoiler]

So, step back:
[spoiler]Image[/spoiler]

Step foward again:
[spoiler]Image[/spoiler]

Step back:
[spoiler]Image[/spoiler]

...

Is that normal?
I noticed the same thing in Monsters in Spawn State. A good way to reproduce it is the Baron of Hell standup (YellowCard) in the Map08 of LOS.
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
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Enjay
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Re: Is that a bug?

Post by Enjay »

My guess is that this could be an effect of the system that has been in place since the earliest days of Doom.

In order for a sprite to be drawn, the sector that the actor is placed in needs to be in view. If a sprite is big enough for bits of it to be in the players field of view when the sector it is actually standing is can't be seen, the sprite will vanish. Most of the time, this simply doesn't matter because you can usually see part of the sector that a sprite you are looking at it in but if the sprite is quite big and the containing sector is quite small, it increases the likelihood of this glitch happening. Models also tend to show the problem more than standard sprites because models tend to be bigger than sprites.

My guess is that the tree is standing in a relatively small sector that can't be seen from certain positions even though the branches are wide enough to spill into the player's FOV.

However, having said all that, I have noticed the effect a bit more than usual recently and I'm wondering if something has changed to make GZdoom perform this check a bit more aggressively.
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sitters
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Re: Is that a bug?

Post by sitters »

Make a mini sector ( invisible ) with the same sector number in the field of view.
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Graf Zahl
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Re: Is that a bug?

Post by Graf Zahl »

Enjay wrote: However, having said all that, I have noticed the effect a bit more than usual recently and I'm wondering if something has changed to make GZdoom perform this check a bit more aggressively.

I use a different angle calculation for visibility checks in the most recent builds. The old one was not precise enough. This may have a slight impact here.
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Nash
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Re: Is that a bug?

Post by Nash »

sitters wrote:Make a mini sector ( invisible ) with the same sector number in the field of view.
Clever hack!
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