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Partial texture clipping #52
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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 😉 |
Bisecting shows that it was in fact commit 1303ca6. Weird. |
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): |
@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 :) |
Thanks. Apparently I have just too much spare time. 😔 At least somebody else can find something useful in my everyday disclosures. |
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.The text was updated successfully, but these errors were encountered: