etfdevs / ETe

Improved Wolfenstein: Enemy Territory Engine
GNU General Public License v3.0
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Decals flickering #74

Open ensiform opened 2 years ago

ensiform commented 2 years ago

Decals frequently flicker on many surfaces and I'm not entirely sure the cause.

Also would like to make the decal fading/time use differential integer time instead of floats in the engine as it uses integer time in mod<>engine.

See etfdevs/ETe/tree/decal-changes-wip branch for current progress

ghost commented 2 years ago

Decals flickering can be caused by various reasons, I think. Badly aligned map geometry (brushes/patches), running out/exceed max marks, etc. If you have a reproducable place of flickering decals (e.g.: impact decals on walls) you can play with r_offsetFactor/r_offsetUnits cvars. Don't go too far, some maps won't display correct if the values are too high (example Q3 maps: rustgrad, 13head). Anyways, those cvars will lift off the decals a bit, which might help. 2015 I opened a ticket here: https://github.com/ioquake/ioq3/issues/119

ensiform commented 2 years ago

Decal rendering different in ET using "decals" not the impact marks from q3 though. Which it seems not just related to the surface