A.Gamma Posted October 2, 2012 I'm having an odd trouble with software rendering (PrBoom Plus 2.5.1.3 and Zdoom r3875) in which textures look misaligned, even though in their hardware accelerated counterparts (GlBoom and GZdoom r1452) they look just fine! PrBoom+ http://i.imgur.com/RQ8L4.png Zdoom http://i.imgur.com/6LFWX.png GlBoom http://i.imgur.com/O7bUR.png GZdoom http://i.imgur.com/qqXLq.png What did I do wrong? 0 Share this post Link to post
GreyGhost Posted October 2, 2012 Which texture set are you using? At first glance it looks like a non-power of 2 texture tiling issue. 0 Share this post Link to post
A.Gamma Posted October 2, 2012 I'm pretty sure those textures came from cc4-tex.wad 0 Share this post Link to post
esselfortium Posted October 2, 2012 Are you using an old version of ZDBSP, perchance? It used to have a bug that'd screw up alignments in ports that don't disregard the alignment data on segs. 0 Share this post Link to post
A.Gamma Posted October 2, 2012 I'm using the one that came with Doom Builder 2 (2.1.2.1553) Should I change it? EDIT: I should mention that since I got Doom Builder 2 I've never changed the default nodebuilder configuration, so it's ZenNode for boom maps 0 Share this post Link to post
Gez Posted October 2, 2012 GreyGhost said:Which texture set are you using? At first glance it looks like a non-power of 2 texture tiling issue. But it's a problem that had been fixed in PrBoom long ago; and that has been fixed in ZDoom more recently -- it definitely wouldn't happen in ZDoom r3875. esselfortium said:Are you using an old version of ZDBSP, perchance? It used to have a bug that'd screw up alignments in ports that don't disregard the alignment data on segs. Even if it were the case, that wouldn't have affected ZDoom. 0 Share this post Link to post
Memfis Posted October 2, 2012 Gez said:But it's a problem that had been fixed in PrBoom long ago Are you sure? I've seen it in Prboom-plus 2.5.1.4 (software mode) like two months ago. 0 Share this post Link to post
A.Gamma Posted October 3, 2012 So is there a way to fix this? Or should I use a hardware accelerated port? 0 Share this post Link to post
GreyGhost Posted October 3, 2012 If your textures are 56x56, don't tile them - or re-composite the textures so they have power of 2 dimensions (64x64 or 64x128). Gez said:But it's a problem that had been fixed in PrBoom long ago; and that has been fixed in ZDoom more recently -- it definitely wouldn't happen in ZDoom r3875. Try this test map I threw together, the problem's still very much in evidence in PrBoom_plus 2.5.1.3 and ZDoom r3794 though I had to deliberately use oddball texture sizes. 0 Share this post Link to post
A.Gamma Posted October 3, 2012 GreyGhost said:If your textures are 56x56, don't tile them - or re-composite the textures so they have power of 2 dimensions (64x64 or 64x128)... Yeah I changed the textures for ones with standard Doom dimensions and now it looks just fine. PrBoom http://i.imgur.com/1WzKT.png ZDoom http://i.imgur.com/WjCcH.png I'm curious though, why do that bug occurs? 0 Share this post Link to post
Blue Shadow Posted October 5, 2012 Just a heads up. The issue has been fixed from ZDoom's side. 0 Share this post Link to post