In Polymer it seems to happen with hi-res textures. In Polymost, with standard ones, mostly see-through textures and textures that hide secrets.
Polymost makes flat sprites act weird (pics)
#31 Posted 17 July 2016 - 04:59 PM
#32 Posted 17 July 2016 - 05:37 PM
I would like to look at this issue but there have been what feels like dozens of changes to the codebase regarding them and each one has only shuffled around what circumstances cause it (and sometimes regress performance), going by the persistence of bug reports.
#33 Posted 24 October 2016 - 09:44 PM
Could all involved please re-test these bugs with r5916? Anything still not rendering correctly? Any performance regressions related to it?
I believe the "triangular sections of maskwalls disappear" is a distinct bug from "wall-ornamented sprites have a Venetian blind effect with the wall behind them", also known as z-fighting.
I believe the "triangular sections of maskwalls disappear" is a distinct bug from "wall-ornamented sprites have a Venetian blind effect with the wall behind them", also known as z-fighting.
#34 Posted 27 October 2016 - 10:57 AM
Finally I got my hands on PC. I'm using x64 build (it's 5899, but still) and looks like I was wrong, polymost and polymer there works fine (although there is another problem with polymer I didn't notice before, it also blinks of course):
I'll check newest build anyway.
Update: yeah, still happens.
I'll check newest build anyway.
Update: yeah, still happens.
This post has been edited by Sledgehammer: 27 October 2016 - 11:08 AM
#35 Posted 27 October 2016 - 07:25 PM
Are you talking about the fact that the water is rendered and the hydrant isn't?
That's a depth fighting issue.
That's a depth fighting issue.
#37 Posted 19 May 2017 - 07:16 AM
I just downloaded the latest version, and its still doing the same, so I will stick to 64 bit.