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[Runtime Issue]: Z-ranges are incorrect (effects visible through terrain) #339

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JeodC opened this issue May 12, 2024 · 1 comment
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@JeodC
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JeodC commented May 12, 2024

Build Version

current

Operating System Environment

  • Microsoft Windows (32-bit)
  • Microsoft Windows (64-bit)
  • Mac OS X
  • Linux (specify distribution and version below)

CPU Environment

  • x86 (32-bit Intel/AMD)
  • x86_64 (64-bit Intel/AMD)
  • ARM (32-bit)
  • ARM64 (64-bit; sometimes called AArch64)
  • Other (RISC V, PPC...)

Game Modes Affected

  • Single player
  • Anarchy
  • Hyper-Anarchy
  • Robo-Anarchy
  • Team Anarchy
  • Capture the Flag
  • Bounty
  • Entropy
  • Hoard
  • Monsterball
  • Cooperative

Game Environment

Level 7

Description

Playing around with render distance (see #338) made a bug more visible. Z-ranges are off for certain effects, causing them to be visible through terrain. Video below explains.

Descent.3.-.RenderDistance.Z-Wall.Bug.mp4

Regression Status

There is no regression--this appears to have always been around, but it is not present at the lowest render depth setting due to culling.

Steps to Reproduce

Tested with Level 7 - follow the guidebot to the first objective to disable the turrets, which will cause the blue electricity effects to appear.

@JeodC JeodC added the bug Something isn't working label May 12, 2024
@JeodC
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JeodC commented May 12, 2024

This is also not present in Piccu v1.0, likely because Piccu uses the older v1.4 opengl renderer whereas v1.5 introduced a newer version that was, as @InsanityBringer put it, incomplete.

@JeodC JeodC changed the title [Runtime Issue]: Z-ranges are off [Runtime Issue]: Z-ranges are incorrect (effects visible through terrain) May 22, 2024
@JeodC JeodC closed this as not planned Won't fix, can't repro, duplicate, stale May 22, 2024
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