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[BUG] Stacked sector portal + sky plane regression #2973
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Thanks for catching that! |
I'm a bit late since it's already merged, but it indeed fixes my issue! Thank you! |
Sorry, I might've been a bit quick on the draw. All of my other sector portal usage is working again (including the original test case) after 0b30b4a, except for this one particular complex stacked setup that I have, which involves several stacked sector portals in the same area. When viewed from above, this portal is randomly either a sky plane or pitch black. What's interesting is that it is always working when viewed from below. This behavior is identical between 2c4ac88 and 0b30b4a. Behavior on both 2c4ac88 and 0b30b4aFloor portalDepending on viewpoint, is either sky plane or pitch black. Ceiling portalExpected behavior These portals encompass a lot of the map, so it's harder to isolate a test case; I've uploaded the entire map directly w/ the bare minimal alterations to work in Doom 2. You can view one of the offending portals by loading Thank you for looking into this so far, though! |
Testing 60ebd71, it's getting closer to perfect! However, in the room directly to the north of the start, a seemingly arbitrary upper slice of the geometry vanishes when viewed through the floor portal, and only from certain locations: As taken from the Doom-ported geometry: It might be worth noting that this still only happening when looking down through a floor portal. I have not witnessed any issues looking up through a ceiling portal. |
;__; Is your project public? It looks very interesting. |
I ran a search over all of my maps & WIPs for any uses of stacked portals I might've forgotten, and I did not see any remaining issues under 74594e4. I think everything is truly fixed now, thank you!!
It was not a problem for me at all; I would imagine portal rendering is finicky, and it's the least I can do to help prevent future bug reports for a later GZDoom release. I only happened to catch the issue when I wanted to try out the netcode changes. Thank you for being prompt with it! I tend to use sector portals a lot as pseudo-layers. Makes overlapping geometry much nicer, especially compared to the alternative of spamming 3D floors.
It's called Snap the Sentinel -- there's two public versions out right now:
These are both free; some of the stuff I've been uploading for this bug report are for a 20-map version that isn't out yet, and my current plan is to eventually sell that version. |
GZDoom version
2c4ac88
Which game are you running with GZDoom?
None
What Operating System are you using?
Windows 10
Please describe your specific OS version
Windows 10 Pro
Relevant hardware info
CPU: 13th Gen Intel Core i3-13100F, 3.40 GHz; GPU: NVIDIA GeForce GTX 1060 6GB
Have you checked that no other similar issue already exists?
A clear and concise description of what the bug is.
Stacked sector portals are occasionally displaying erroneous sky planes, when connected to an area with sky planes. Where these planes appear depends on viewpoint and the geometry itself. Doing a
git bisect
shows that the issue starts appearing in 2c4ac88, and is not present in commits before.Steps to reproduce the behaviour.
I've ported a piece of offending map geometry that was easy to isolate into a test WAD for Doom 2. Add this file ("portal-stack-test-2.wad") with Doom 2 as the IWAD, and open
MAP01
to see the issue: portal-stack-test-2.zipI haven't been able to find a conclusive pattern for which stacked portals do this and which don't quite yet. I made a minimal example stacked portal w/ a sky plane nearby to test this issue, and saw no rendering issues with it.
Your configuration
No response
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