jenesis.wad MAP16 - visual glitch

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Player701
Posts: 14
Joined: Thu Sep 09, 2010 10:38

jenesis.wad MAP16 - visual glitch

Post by Player701 »

This issue seems to manifest itself only with GZDoom's hardware renderer, so I'm posting it here.

How to reproduce: launch GZDoom with jenesis.wad and the following command-line parameters:

Code: Select all

+map map16 -nomonsters +"warp -1475 -305"
Turn around and press the switch. Then warp to the following coordinates:

Code: Select all

warp -1930 -636
You will see that the texture on one of the walls isn't rendered and you can see other parts of the level behind the wall:
Screenshot_Doom_20161111_142054.jpg
Neither PrBoom+ nor ZDoom's software renderer have any problem here:
doom00.jpg
Upd: Graphics card: GTX 660, driver version: 375.70. CPU: i5-4690K. Using 64-bit version of GZDoom, latest available devbuild (gzdoom-x64-g2.3pre-306-gd36993a).
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Graf Zahl
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Re: jenesis.wad MAP16 - visual glitch

Post by Graf Zahl »

This has been reported before. It's a mapping error that gets covered over in the software renderer by texture bleeding.
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Player701
Posts: 14
Joined: Thu Sep 09, 2010 10:38

Re: jenesis.wad MAP16 - visual glitch

Post by Player701 »

It looks like not everyone is used to testing their maps in OpenGL mode... That's sad.
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Rachael
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Re: jenesis.wad MAP16 - visual glitch

Post by Rachael »

It's not sad, it's more of a "I shouldn't have to" type of thing.

However, Doom's renderer is so full of quirks and hacks it's not even funny, nor is it even reasonable to expect something like GZDoom will take care of it for you.

The fact that GZDoom does, though, is a bit of a godsend, though it cannot cover every situation and every quirk.

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