Open 0xABADCAFE opened 1 year ago
I may have just fixed this based on a previous suggestion by Andy Loft. He suggested on EAB redefining FS_HEIGHT to 240, but then using FS_HEIGHT-8 in a few places later. I only made FS_HEIGHT 240 and in the code as it stands, that seems to have fixed the issue:
With the current change of the rendering height to 240, the discrepancies between wall and floor rendering have been papered over, but we do now render a few more lines in the chunky buffer that the player will never see as we don't copy them over into the visible buffer during C2P.
I think there should be an engine-friendly way to get around this: initialize the vertical clip variable with 232 instead of 240 :-) I think this is the same mechanism that letterbox rendering uses when decreasing the size of the viewport.
I totally agree. I just felt the cosmetic fix was worth it for the UX. No intention of closing the ticket until it's fixed correctly.
This ties in with the other issues regarding the swimming floor, etc. While working on a mod, I created an area with precise geometry to represent boxes using 1:1 texture scaling (no stretch or compress to fit). It seems that the wall textures have a different (lower) horizon than the geometry. As you back away from a wall, the vertical texture coordinates descend slightly:
In the second image, the bottom of the brown container texture is clearly visible at the top edge.