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