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BUG: Tjunctions pixels
ezQuake version: ezQuake 3.6-dev-alpha9-dev 7122~8a22b7bc Aug 2 2021, 18:54:07
Describe the bug Sometimes I see white pixels. Once I move the mouse they actually disappear. There used to be a variable called gl_keeptjunctions. Maybe it was removed because the client solves this? And I don't know if the variable would break performance or depends on the correction level needed.
To Reproduce Hard to reproduce.
Expected behavior No gaps between textures.
Hi Matrix
I think that cvar kept the extra verts to remove tjunctions, rather than inserting extra verts to try and eliminate them in the first place. I think it's typically the bsp compiler's job to get rid of these, rather than the client (Spike will probably correct me).
I agree though, aerowalk is plagued with them, they're really noticeable there. Can you try and record a .qwd of a position/angle that is producing them and i'll try to confirm
meag
Really hard because once I move the mouse they disappear, but I'll give it a shot.
There are two respawns that show a white pixel. Type kill until you get them. Screenshots below. If I set sensitivity extremely low like 0.001 it disappears and if I move mouse opposite direction it won't show again, so I'm not sure if these pixels are due to tjunctions.
BTW, I'm not using external textures (just teleport), it's quake original ones. I have gl_texturemode "gl_linear_mipmap_linear" and gl_anisotropy "16".
I have the same issue, it is especially noticeable on the map aggressr.bsp (see screenshot)
Per hemostx advice I tried gl_clear 1 and this resolved the problem for me, but I don't know what side-effects that might have.
I was unable to reproduce this but will try again. Can we upload configs, cam_angles/cam_pos
for particular locations, just to make sure it's the same?
I've found a way to reproduce it on aggressr, when I spawn at YA there are two pixels below the YA and then some more towards the top right of screen. This is the same after restarting QW. Not sure how to capture the cam_ stuff but you can get the same position/angle with /kill until you spawn there.
config.cfg (2).txt
Per hemostx advice I tried gl_clear 1 and this resolved the problem for me, but I don't know what side-effects that might have.
Breaks performance a bit for sure, you get less fps. Maybe this isn't an issue if fps remain stable due to good PC but I don't know if gl_clear 1 could affect frametime and increase input lag even if fps remain the same.