Jump to content

skybox rendering error


EsmerInHell

Recommended Posts

4 hours ago, Doomkid said:

Looks like simple VPOs (visplane overflows). Are you playing in DOSbox? If so, using Doom32.exe in place of your standard Doom2.exe should do the trick, it’s in this zip in the Doom2 folder: https://doomshack.org/~doomkid/doom_vanilla_exes.zip

 

(couldn’t find a link to the EXE on its own, but this zip isn’t too large)

im playing with chocolate doom, so im not sure if that can apply here. if im right, then a visplane overflow only happens when there are too many flats being loaded on the screen. that shouldnt be happening here since i tried making all floors and ceilings a single texture and it still bugged out. i actually managed to fix the HOM effect by removing the pillars in the main area but i have no idea why they would cause problems

Share this post


Link to post

That's not a visplane overflow, but rather a drawsegs overflow. Simply put, there's too much on screen at once.

 

Also, while making all the flats identical might indeed lower the visplane count, that's not all a visplane is -- there's a few things that determine it that I don't remember.

Share this post


Link to post
5 hours ago, EsmerInHell said:

if im right, then a visplane overflow only happens when there are too many flats being loaded on the screen. that shouldnt be happening here since i tried making all floors and ceilings a single texture and it still bugged out.

No, a visplane overflow happens when too many unique floor and ceiling surfaces are visible at a given time. Therefore, if you have 4 sectors with identical floor & ceiling surfaces, but with differing heights, they will count towards the visplane total, even if they use the same FLATS.

 

[EDIT: Isn't this exactly what @Doomkid said. D'oh! Yes, it is.]

Share this post


Link to post
18 hours ago, maxmanium said:

That's not a visplane overflow, but rather a drawsegs overflow. Simply put, there's too much on screen at once.

 

Also, while making all the flats identical might indeed lower the visplane count, that's not all a visplane is -- there's a few things that determine it that I don't remember.

 

17 hours ago, Doomkid said:

Height value and light values also make it a new plane, so stairs will always unfortunately result in a bunch of planes. The vanilla/chocolate default limit is staggeringly low:

 

https://doomwiki.org/wiki/Visplane_overflow

 

https://doomwiki.org/wiki/Static_limits

 

13 hours ago, ReX said:

No, a visplane overflow happens when too many unique floor and ceiling surfaces are visible at a given time. Therefore, if you have 4 sectors with identical floor & ceiling surfaces, but with differing heights, they will count towards the visplane total, even if they use the same FLATS.

 

[EDIT: Isn't this exactly what @Doomkid said. D'oh! Yes, it is.]

 

thanks, fixed it.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...