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cmbruns avatar cmbruns commented on August 11, 2024

Verfied.
This happens in all 3D modes.
The left eye (or the first eye rendered) sees through a section of wall here (right eye in mode 7, which renders right eye first).
In mono and right-eye views, there is a very subtle weird effect at the same location, that is easy to ignore.

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cmbruns avatar cmbruns commented on August 11, 2024

This is a known map error in E1M4
http://doom.wikia.com/wiki/E1M4:_Command_Control_%28Doom%29

But it would be nice if it at least looked the same in each eye. Preferably like the right eye.

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cmbruns-hhmi avatar cmbruns-hhmi commented on August 11, 2024

I wonder whether rendering the left eye twice would be an enlightening test.

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cmbruns avatar cmbruns commented on August 11, 2024
  • Rendering the left eye twice does NOT help
  • Reactivating the call to gl_drawinfo->DrawUnhandledMissingTextures() DOES unify the appearance of the left and right eyes for this glitch. Unfortunately, doing so also reactivates other display bugs I had thought resolved in the nearby doors, and probably issue #27.

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cmbruns avatar cmbruns commented on August 11, 2024

This glitch, as it stands, is the lesser of two evils for the time being. Until I can figure out how to correctly call DrawUnhandledMissingTextures() twice in the same pass, without causing display artifacts, I'm leaving this as is.

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cmbruns avatar cmbruns commented on August 11, 2024

Fixed in revision a88130b

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