MantisBT - Zandronum
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0000520Zandronum[All Projects] Bugpublic2011-07-21 19:242022-03-27 22:04
Xenaero 
 
normalminoralways
newopen 
MicrosoftWindowsXP/Vista/7
98d 
 
0000520: OpenGL: Firing projectiles directly up/down makes sprite invisibile
Seems that if the player is directly above or below sprites they may not display in OpenGL mode.
Start a new game, pick rocket launcher, fire straight up or down with sprite bilboarding at x/y and you will observe sprites do not display.
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png Screenshot_Doom_20110723_163212.png (118,746) 2011-07-23 20:34
/tracker/file_download.php?file_id=387&type=bug
png

png Screenshot_Doom_20110723_163242.png (112,157) 2011-07-23 20:34
/tracker/file_download.php?file_id=388&type=bug
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Issue History
2011-07-21 19:24XenaeroNew Issue
2011-07-23 12:50Torr SamahoNote Added: 0001926
2011-07-23 12:50Torr SamahoStatusnew => feedback
2011-07-23 17:43XenaeroNote Added: 0001930
2011-07-23 17:43XenaeroStatusfeedback => new
2011-07-23 18:34Edward-sanNote Added: 0001931
2011-07-23 20:33XenaeroNote Added: 0001933
2011-07-23 20:34XenaeroFile Added: Screenshot_Doom_20110723_163212.png
2011-07-23 20:34XenaeroFile Added: Screenshot_Doom_20110723_163242.png
2011-07-23 20:35XenaeroNote Edited: 0001933bug_revision_view_page.php?bugnote_id=1933#r975
2011-07-24 00:40Torr SamahoNote Added: 0001937
2011-07-24 00:40Torr SamahoStatusnew => feedback
2011-07-24 19:40GezNote Added: 0001946
2011-07-24 19:46Torr SamahoNote Edited: 0001937bug_revision_view_page.php?bugnote_id=1937#r981
2011-07-24 21:39Edward-sanNote Added: 0001948
2011-07-24 23:49XenaeroNote Added: 0001949
2011-07-24 23:49XenaeroStatusfeedback => new
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2014-06-11 16:07WatermelonNote Added: 0009052
2014-06-11 16:07WatermelonStatusnew => feedback
2014-06-11 18:35FritsNote Added: 0009091
2022-03-27 22:04XenaeroNote Added: 0022169
2022-03-27 22:04XenaeroStatusfeedback => new

Notes
(0001926)
Torr Samaho   
2011-07-23 12:50   
That's the same in GZDoom, right?
(0001930)
Xenaero   
2011-07-23 17:43   
It appears so. I cannot test with sprite billboarding as GZDoom does not support such a feature as I can find. Due to this, sprites aren't even visible at that angle. I did test with it prior to posting but I can not confirm it's a GZDoom renderer issue or a sprite billboarding issue.
(0001931)
Edward-san   
2011-07-23 18:34   
Did you check "Options"->"Display Options"->"OpenGL Options"->"Preferences" ? There's the sprite billboarding x/y.
(0001933)
Xenaero   
2011-07-23 20:33   
(edited on: 2011-07-23 20:35)
I had not had the most updated version of GZDoom. It appears the issue is present in GZDoom as well, identical even. I assume this is an issue I must take up with the developers?

Having attached two images, straight up aiming, no sprites will display, albeit particles are not affected. Slightly adjust the angle downwards from the maximum above angle and sprites will show. Interesting?

(0001937)
Torr Samaho   
2011-07-24 00:40   
(edited on: 2011-07-24 19:46)
Yes, this is something that should be fixed in GZDoom first. I vaguely remember this issue though. Probably Graf already commented on this in the past.

(0001946)
Gez   
2011-07-24 19:40   
It's pretty much not a bug. Sprites are vertical 2D objects. If you look at their "side", since they have no third dimension, they are perfectly flat and therefore invisible. This image shows what happens at an extreme angle; it should be easy to understand from it why a 90° angle results in invisible sprites with the default Y-billboarding.

Note that XY-billboarding avoids the invisibility issue, but doesn't necessarily look better for it, and also suffers from clipping bugs in the presence of translucent 3D floors.
(0001948)
Edward-san   
2011-07-24 21:39   
Isn't this weird? From what I see in the image you posted, the XY billboarding should let you see the sprite no matter what inclination (the sprite will be obviously wrong, though), the Y billboarding behaviour is ok.

Just a curiosity: what happens if you fire a rocket up, then pause it, go up the rocket and see it down?
(0001949)
Xenaero   
2011-07-24 23:49   
> Note that XY-billboarding avoids the invisibility issue.

It doesn't. That's the problem.
(0009052)
Watermelon   
2014-06-11 16:07   
Is this fixed in gzdoom?
(0009091)
Frits   
2014-06-11 18:35   
nope, still happens in the latest build of gzdoom.
(0022169)
Xenaero   
2022-03-27 22:04   
As of GZDoom 4.7.1 the issue is resolved. Tested in both their Vulkan and OpenGL renderers. The explosion is still wacky but you see the rocket.