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Partial texture clipping #52

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vvs- opened this issue Jun 5, 2015 · 6 comments
Open

Partial texture clipping #52

vvs- opened this issue Jun 5, 2015 · 6 comments

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@vvs-
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vvs- commented Jun 5, 2015

In some areas objects may share the space between its' polygons and surrounding room geometry. Thus it may occlude textures of such objects. One example can be seen in Caves setEntityPos(player,16791,87115,-8960,214,0,0). On a sufficient distance takes place visible flickering apparently caused by Z-fighting. This wasn't so obvious in the original game where camera didn't move during breath animation.

@stohrendorf stohrendorf added this to the TR1 milestone Jul 1, 2015
@vvs- vvs- added the Bug label Jul 13, 2015
@vvs-
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vvs- commented Dec 1, 2016

Another instance of apparent Z-fighting. It's visible only at a certain distance and angle. Note that it might depend on a particular driver and anti-aliasing settings.
screen_00001

@vvs-
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vvs- commented Dec 5, 2016

Looks like the above grid Z-fighting was fixed for some reason. The only commit to suspect is 25c0de0, but I don't see why it should affect it. The original textures' Z-fighting is still present, of course.

Or it could be a coincidence. I've just updated some graphics related libraries 😉

@vvs-
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vvs- commented Dec 5, 2016

Bisecting shows that it was in fact commit 1303ca6. Weird.

@vvs-
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vvs- commented Dec 7, 2016

Those grid Z-fighting patterns actually correspond to wireframe patterns combined with frustum clipping. So, it's related to #65 too. Notice, how a change in the camera angle brings new patterns into frustum (bottom part of the picture):
screen_00000
screen_00001

@Gh0stBlade
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@vvs- Just wanted to say, big thanks to your contributions to the project as a tester documenting bugs etc, it's awesome! Keep it up :)

@vvs-
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vvs- commented Dec 7, 2016

Thanks. Apparently I have just too much spare time. 😔 At least somebody else can find something useful in my everyday disclosures.

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