bgraybr
Member
Posts: 379
Registered: 05-10 |
LigH said:
Might be an OpenGL Z-buffer issue when walls share exactly the same vertex coordinates, the Z-buffer has low resolution (only 16 bit), and patches are not drawn with a special OpenGL feature (Z-buffer offset).
If you can tweak your Z-buffer forced to 24 bit depth in your graphic driver (what kind of graphic card do you use, at all?), does that effect change?
BTW: Never upload uncompressed images like BMP or TGA, they waste much space and are not displayed in all web browsers directly, and not allowed as forum attachments often. Even freeware image viewers - like IrfanView or XnView - can convert them to lossless compressed PNG or lossy JPEG, and can be handled by all browsers and attached.
I'm on my old Windows 2000 laptop, so I have no idea about the graphics card, but I have 3D acceleration and can use OpenGL. Simply increasing the resolution fixes the problem for me, I just haven't because it causes some lag. Thanks for the explaining the tip about BMP images, I didn't know that. Honestly, I always kind of ignored people that complained about it before, I assumed that they just had amazingly slow dial up internet or something. O_o But I'll convert them from now on.
Edit: Just noticed that this thread is in wads and mods... wouldn't source ports be more appropriate?
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