Graphic problems
#1 Posted 09 September 2016 - 01:56 AM
problems with "ghosts"
sometimes transparent enemies (dn64revisited.grp first level аnd some other .grp)
Windows XP Service Pack 3 build 5.1.2600
Celeron D 3.20Ghz
GeForce 8400GS/PCIe/SSE2 3.3.0
eduke32_win32_20160908-5857
#2 Posted 09 September 2016 - 02:29 AM
This post has been edited by Daedolon: 09 September 2016 - 02:30 AM
#3 Posted 09 September 2016 - 02:47 AM
Can someone check that dn64revisited map to see if the pig cop is supposed to be translucent?
#4 Posted 09 September 2016 - 03:21 AM
#8 Posted 09 September 2016 - 08:57 AM
#9 Posted 09 September 2016 - 10:30 AM
.
This post has been edited by Ezepov: 09 September 2016 - 10:33 AM
#10 Posted 09 September 2016 - 02:37 PM
Can anyone else confirm since I can't?
#11 Posted 09 September 2016 - 03:13 PM
5858 vista 32bit nvidia 750ti video card
It glitches in Mapster too. So as a quick test I deleted and remade those 2 sectors for the seats and the glitch disappeared. No idea what is causing it.
Problem exists in 5854 too. Time to narrow it down.
I went back as far as 5775 and the glitch is still there. Someone more ambitious can search earlier versions to find where it started.
This post has been edited by Mark.: 09 September 2016 - 03:35 PM
#12 Posted 09 September 2016 - 03:33 PM
Mblackwell, on 09 September 2016 - 02:37 PM, said:
Windows XP 32bit Service Pack 3 build 5.1.2600
Celeron D 3.20Ghz
GeForce 8400GS/PCIe/SSE2 3.3.0
This post has been edited by Ezepov: 09 September 2016 - 03:35 PM
#13 Posted 09 September 2016 - 03:35 PM
#14 Posted 09 September 2016 - 03:38 PM
This post has been edited by Mark.: 09 September 2016 - 03:39 PM
#15 Posted 09 September 2016 - 04:02 PM
I don't have a good 32bit build environment setup so I can't test beyond what's in synthesis.
#16 Posted 09 September 2016 - 04:28 PM
I hate bisecting but I sure seem to be doing it a lot anyway. I must be subconsiously enjoying it. The thrill of the hunt.
This post has been edited by Mark.: 09 September 2016 - 04:33 PM
#17 Posted 11 September 2016 - 05:32 PM
Daedolon, on 09 September 2016 - 02:29 AM, said:
Does anyone know which is the last build that doesn't show this?
#19 Posted 12 September 2016 - 02:28 PM
Ezepov, on 12 September 2016 - 02:17 AM, said:
Thanks! MIDI also works on this. Sticking with this build until it gets fixed.
#20 Posted 16 October 2016 - 11:18 PM
Ezepov, on 12 September 2016 - 02:17 AM, said:
Is this really the last build that does not have the problem? No changes were made to the engine between 5568 and 5581.
#21 Posted 17 October 2016 - 01:50 AM
5608 - good alpha
how about "blinking bug" ?
e1l1
e3l1
e1l2
5617 - blinking
5608 - normal
I think "blink" and "alpha" is the same bug
Windows XP 32bit Service Pack 3 build 5.1.2600
Celeron D 3.20Ghz
GeForce 8400GS/PCIe/SSE2 3.3.0
polymost
This post has been edited by Ezepov: 17 October 2016 - 02:18 AM
#22 Posted 22 October 2016 - 10:28 AM
#23 Posted 22 October 2016 - 12:39 PM
#24 Posted 22 October 2016 - 01:17 PM
This post has been edited by Sledgehammer: 22 October 2016 - 01:17 PM
#25 Posted 22 October 2016 - 01:41 PM
#26 Posted 23 October 2016 - 01:12 AM
Update: Here are results
Polymost
V-Sync: off
V-Sync: on
V-Sync: adaptive
Dark Side (v-sync on):
As you can see, there is no impact from v-sync. Here are different renders:
Polymer:
Classic:
It seems like there is no issues with polymer at all, but I had some blinking on my PC on polymer with nVidia card on E1L3 (build 5899 at least), however, I can't test the game right now on it since I need to repair my screen.
Also, Ezepov is right that it happens when you move. Basically it happens when you look at polygons from specific positions and angle (that's what I did when I took screenshots).
This post has been edited by Sledgehammer: 23 October 2016 - 03:19 AM
#27 Posted 23 October 2016 - 02:02 AM
I tested debug versions:
eduke32_win32_debug_20161020-5905
eduke32_win32_debug_20160206-5617
they have no "blinking" bug.
#28 Posted 23 October 2016 - 02:06 PM
Ezepov, on 23 October 2016 - 02:02 AM, said:
eduke32_win32_debug_20161020-5905
they have no "blinking" bug.
YES! Finally, a new version of EDuke32 where the flickering bug doesn't happen for me on Polymost! THANK YOU!
#29 Posted 23 October 2016 - 02:21 PM
I've found a third instance of r5617 reported as the first synthesis build with the problem (bottom comment), which totally baffles me.
#30 Posted 24 October 2016 - 12:50 AM
Ezepov, on 09 September 2016 - 07:12 AM, said:
This is the most slippery, devilish bug I have ever encountered. I have bisected it to three different revisions touching Polymost under different compiler settings and versions, and made it go away by disabling either of two compiler optimizations ("-ftree-pre" and "-ftree-vrp" for those interested). Either there is some horrifically nasty compiler bug in play, or there is undefined behavior buried deep in our code that is only exposed in certain circumstances.