Closed thomas-rosenquist closed 8 months ago
My current theory is that the bug lies in MapRender, this else statement: ` /*
the next sector if there's a height difference. */ var wallTexture = _textureManager.LoadTextureWithPicnum(wall.PicNum);
var nextSector = map.Sectors[wall.NextSector];
var nextSectorFloorHeight = ScaleHeight(nextSector.Floor.Z);
if (floorHeight > nextSectorFloorHeight)
{
CreateWall(sectorGameObject.transform, wallStart, wallEnd, nextSectorFloorHeight, floorHeight, wallTexture);
}
else if (floorHeight < nextSectorFloorHeight)
{
CreateWall(sectorGameObject.transform, wallStart, wallEnd, floorHeight, nextSectorFloorHeight, wallTexture);
}
var nextSectorCeilingHeight = ScaleHeight(nextSector.Ceiling.Z);
if (ceilingHeight > nextSectorCeilingHeight)
{
CreateWall(sectorGameObject.transform, wallStart, wallEnd, nextSectorCeilingHeight, ceilingHeight, wallTexture);
}
else if (ceilingHeight < nextSectorCeilingHeight)
{
CreateWall(sectorGameObject.transform, wallStart, wallEnd, ceilingHeight, nextSectorCeilingHeight, wallTexture);
}
`
I think it may be that ceilingHeight values get negated meaning the face gets inverted
Actually, the material is white so it's more likely to be a missing texture issue!
Confirmed missing texture
There are faces that face the wrong way here and there. No clue what the pattern is really