Gez wrote:GZDoom's model code is very limited. They're something tacked on as possible replacement for sprites, that's all. So instead of taking full advantage of the possibilities models afford, they share some of the limits of sprites. This is particularly true for things like lighting and translucency. There's also the same rendering issue that they will not get rendered at all if the sector where their origin point is located is not visible, which can result in glitchy-looking "peekaboo" behavior when you have a large model in a tiny sector.
Yes, I agree about lighting, translucency, and the "peekaboo" behavior.
In retrospect, I see what Sitters was referring to. Thanks for the clarification.