[fixed]0.9.20 Something wrong with textures

Bugs that have been resolved.

Moderator: Graf Zahl

User avatar
Enjay
Developer
Developer
Posts: 4753
Joined: Tue Aug 30, 2005 23:19
Location: Scotland

[fixed]0.9.20 Something wrong with textures

Post by Enjay »

It's late and I haven't had time to investigate this fully, but 0.9.20 is doing something odd with textures. I think they are ignoring X offsets, or getting them wrong or something. The textures I have noticed it with so far are all on 2S walls, have transparent space in them and some are quite large. Whether any of that is relevant I don't know.

The screenshots show the problem. The trees in the foreground are made from 128x256 single patch textures. A similar thing also happens with some 256x256 patch trees (shown in the lower half of the second graphic. The skybox is also screwy. The towers are a 512x256 2 patch (256x256) texture. The flags are interesting as they don't all display the problem. These are animated and are 128x64 textures using a single PNG as a patch. The ones that are screwed up are actually on split lines because they cross the sectors between the grass and the path.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Post by Graf Zahl »

Well, I'd have to say that this particular bugfix backfired miserably. :(
User avatar
Enjay
Developer
Developer
Posts: 4753
Joined: Tue Aug 30, 2005 23:19
Location: Scotland

Post by Enjay »

Certainly seems to have. This one's a real PIA.

What was it trying to fix, and what was it actually doing? It looks like it's ignoring X offsets, but I've only noticed it on 2S lines (can't check further ATM). Is that the case?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Post by Graf Zahl »

It was trying to fix a problem with mid textures when antialiasing is on but I checked against the wrong value. As a result all texture offsets for textures that are shorter than the linedef were destroyed (not necessarily to 0 though.)

I had to uncomment the fix for now because it doesn't work well with the current fixed point system.
User avatar
nwbeeman
Posts: 146
Joined: Mon Oct 17, 2005 1:18
Location: Tampa

Post by nwbeeman »

THATS DOOM?
:shock:
Damn. We need more wads like this

Return to “Closed Bugs”