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Issues with sky in GL ports

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I am working on sky issues in GL. I started from pl2.wad map01 linedef #66 (there is z-fighting there) and then I made test wad to test many possible cases with bugs.

I put test wad here, because it fails not only with glboom-plus, but also with GZDoom and Risen3D.

Test wad:
http://prboom-plus.sf.net/test260.wad.zip

Current version of glboom-plus. Hope I did not introduce many new issues.
http://prboom-plus.sf.net/glboom-plus.exe.zip

Some screenshots from gzdoom:
http://prboom-plus.sf.net/zdoom_correct.png
http://prboom-plus.sf.net/gzdoom_cutting.png
http://prboom-plus.sf.net/gzdoom_z-fighting.png

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This looks very similar to when in software, sprites will still be fully seen, even if their heights are taller than the sector heights they are in. Remember that in software, a mid texture taller than the sector it is in will bleed into the floor and/or ceiling. Could be related to textures as well ?

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hawkwind said:

This looks very similar to when in software, sprites will still be fully seen, even if their heights are taller than the sector heights they are in.

Only for the most distant room in the wad. Of course I did not even try to "fix" it. There were a few unnecessary cutting of middle textures inside sky environment and z-fightings because of wrong top/bottom coordinates of vertical sky strips - that's what I tried to fix. GZDoom has no z-fightings between top textures and sky strips, but has it for bottom in similar case - that's because I post it here. glboom-plus had much more issues (as usual), but I hope I fixed many of them.

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