So I'm having some trouble with linedef portals. The wall texture of the part of the map outside the portal is cutting through the ceiling texture at the other end of the teleporter. The ceiling is completely textured in the red hallway. Also monster corpses can be seen through walls, and once you go down the hallway far enough to where the entrance is obscured behind a wall the weird tear disappears.. Does anyone know what could be causing this?
Also, this portal is non-euclidian if that helps any.
EDIT: Ok so I tried running the map in LZDoom instead of GZDoom and it looks fine?? what the hell.
Now I guess the question is what about GZDoom is making this happen.
EDIT AGAIN: Something is wrong with GZDoom's software renderer, because when using the hardware renderer it looks fine. Problem solved I guess :/
Edited by LindaIsHere tested in another source port, problem wasn't there, tested in first source port again with a different renderer switched on and now it works fine.
Question
LindaIsHere
So I'm having some trouble with linedef portals. The wall texture of the part of the map outside the portal is cutting through the ceiling texture at the other end of the teleporter. The ceiling is completely textured in the red hallway. Also monster corpses can be seen through walls, and once you go down the hallway far enough to where the entrance is obscured behind a wall the weird tear disappears.. Does anyone know what could be causing this?
Also, this portal is non-euclidian if that helps any.
EDIT: Ok so I tried running the map in LZDoom instead of GZDoom and it looks fine?? what the hell.
Now I guess the question is what about GZDoom is making this happen.
EDIT AGAIN: Something is wrong with GZDoom's software renderer, because when using the hardware renderer it looks fine. Problem solved I guess :/
Edited by LindaIsHeretested in another source port, problem wasn't there, tested in first source port again with a different renderer switched on and now it works fine.
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