View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000503 | Software Renderer | [All Projects] Bug | public | 2017-03-29 22:39 | 2017-04-30 13:42 |
Reporter | Wartorn | ||||
Assigned To | Rachael | ||||
Priority | normal | Severity | minor | Reproducibility | sometimes |
Status | closed | Resolution | open | ||
Summary | 0000503: Sprites behind midtextures unrender when near voxels | ||||
Description | This has been tested and confirmed against QZDoom 1.3.0.1, GZDoom 2.4.0's software renderer, and ZDoom 2.8.1. This has also been tested against gzdoom-2.5pre-211-g2f06c09 and QZDoom-q1.4.0.1pre-36-g2338fe7e6, but both of them have a different result- neither GZDoom in software nor QZDoom render the voxel model in the test scene at all. OpenGL hardware acceleration renders the model, but the issue occurring does not affect hardware acceleration at all. As an addendum, an attempt to test against q1.4.0.1pre-70-g9da596cd9 has also been made, but is currently blocked by an execution error originating from the build itself. | ||||
Steps To Reproduce | Load the provided test wad into any of the affected versions listed above (QZD1.3.0.1, GZD2.4.0), and walk around the scene. Observe how some of the sprites behind the midtextures render and unrender when viewing midtextures at certain angles and positions. | ||||
Additional Information | QZDoom-q1.4.0.1pre-70-g9da596cd9 execution failure. Produced by opening the main menu, fresh configuration. [code=]OS: Windows NT (NT 10.0) Build 14393 M_LoadDefaults: Load system defaults. Using program directory for storage W_Init: Init WADfiles. adding D:/S/R/G/Doom/Source Ports/QZDoom/unstable/qzdoom.pk3, 711 lumps adding ./doom2.wad, 2919 lumps adding D:/S/R/G/Doom/Source Ports/QZDoom/voxel_test.pk3, 3 lumps I_Init: Setting up machine state. CPU speed: 4014 MHz CPU Vendor ID: AuthenticAMD Name: AMD FX(tm)-8350 Eight-Core Processor Family 21 (21), Model 2, Stepping 0 Features: MMX MMX+ SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 I_InitSound: Initializing FMOD FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009. Loaded FMOD version 4.44.62 Renderer: Software on Direct3D V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. Checking cmd-line parameters... S_InitData: Load sound definitions. G_ParseMapInfo: Load map definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. script parsing took 195.61 ms R_Init: Init Doom refresh subsystem. DecalLibrary: Load decals. M_Init: Init menus. P_Init: Init Playloop state. ParseSBarInfo: Loading custom status bar definition. D_CheckNetGame: Checking network game status. player 1 of 1 (1 nodes) I_InitInput I_StartupMouse I_StartupKeyboard I_StartupXInput I_StartupRawPS2 I_StartupDirectInputJoystick Resolution: 640 x 480 VM execution aborted: Attempt to draw to screen outside a draw function Called from Screen.DrawTexture [Native] Called from ListMenuItemStaticPatch.Drawer at qzdoom.pk3:zscript/menu/listmenuitems.txt, line 90 Called from ListMenu.Drawer at qzdoom.pk3:zscript/menu/listmenu.txt, line 251 Execution could not continue. Framebuffer must have exactly 1 lock to be updated[/code] | ||||
Tags | No tags attached. | ||||