Easiest to notice by grabbing the electric shield in GFZ2, then running in the water hallway. Perhaps with video res at 1280x800.
This happens to me on opengl-bsp-cleanup, float_equals, and SRB2_release_2.1.21 on both 32-bit and 64-bit. It does not happen in 2.1.20 (technically it does, but very minimally.) Did anything change since then?
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It could be driver dependant, I also get the same severe Z fighting problems no matter if I use 32 or 64 bits, and it isn't only with sprites; anything that stacks ontop of something else is subject to Z fight like textures.
Hm, maybe I should double check first whether shields use dispoffset to offset themselves in front of the player... I attempted to support that years back but failed to account for the very existence of z-fighting somehow. derp
The culprit commit is 0885d271. The prior commit 4e95066f does not exhibit this severity.
Transform sprites in world space rather than screen spaceTransformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.This should allow sprite splitting and sorting of sprites with level geometry easier.stransform is no longer needed.
Z-Fighting on things like shields and overlays, if I'm not wrong, was in the game before my change to transform sprites in world space too. Dispoffset will need to adjust the position of sprites ever so slightly to avoid it probably, I think there's an OpenGL function that could be used which would alter depth of the fragments in some way without altering position, but I can't remember what it's called. (of course, shaders would provide the ability to do the same but in a way where we would know what we're doing to it)