robindegen Posted May 21, 2005 I made a map but in 3d mode it looks like this (i marked the unknown "holes" in red): http://www.dgm3dengine.com/bug1.jpg I first thought it was my map, and did some error checks which came up with nothing. In-game it works fine to: http://www.dgm3dengine.com/bug2.jpg Latest version of course: 1.67 build 375 0 Share this post Link to post
CodeImp Posted May 21, 2005 Thats a known problem with todays nodebuilders (except for GL nodes, but thats another story), but this only applies to polygon-based rendering (in the game this problem does not appear). Sometimes you have holes in floors and ceilings due to inaccurate builds. Changing the nodebuilder you use often solves the problem if that nodebuilder better handles your map. Moving a vertex or two solves it as well. Either way, it is only a visual artifact, there are no problems with your map and you can still edit fine in 3D Mode. 0 Share this post Link to post
robindegen Posted May 22, 2005 true, it was gone when i added something, and a smaller one came back :P. Anyway, about those nodebuilders, if you input a doom map, do they return vertex/face positions for opengl/directx? I was wondering this for my own engine. 0 Share this post Link to post
CodeImp Posted May 22, 2005 No, they build incomplete convex polygons (subsectors) from each sector. With their order in the BSP tree its possible to make these convex polygons complete so that you can render them with opengl/directx, but its a very precise cutting process and if the nodebuilder didnt make its output very accurately, the process may not be able to find the complete polygon. 0 Share this post Link to post
Xtife Posted May 22, 2005 i found that the majority of these holes go away if i use zennode after iv finished my map 0 Share this post Link to post