I've been working on this map for a while and I can't for the life of me understand why this texture is bleeding through the floor:
Normally, I would assume that the engine is trying to draw the full 128 height of the texture (the window is 96 units high) and that would be it, I'd need to manually shorten it, but there is this one instance in the same map, with the same texture, in the same context, that DOES cut the texture where the floor starts:
I figured that maybe the "cut" happened at 64 units but nah, I increased the height of that sector to 96 and it still cuts the texture at the floor.
Basically, is this "correct" texture the exception? Should I just manually cut them to the desired height? Or is there some arcane reason as to why the second grate is rendered properly (it was the first one I made, if that's of any help).
For the record, the screenshot is taken in zdoom, the map is made in Doom Builder 2.
Hello everyone,
I've been working on this map for a while and I can't for the life of me understand why this texture is bleeding through the floor:
Normally, I would assume that the engine is trying to draw the full 128 height of the texture (the window is 96 units high) and that would be it, I'd need to manually shorten it, but there is this one instance in the same map, with the same texture, in the same context, that DOES cut the texture where the floor starts:
I figured that maybe the "cut" happened at 64 units but nah, I increased the height of that sector to 96 and it still cuts the texture at the floor.
Basically, is this "correct" texture the exception? Should I just manually cut them to the desired height? Or is there some arcane reason as to why the second grate is rendered properly (it was the first one I made, if that's of any help).
For the record, the screenshot is taken in zdoom, the map is made in Doom Builder 2.
Thanks.
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