Thread: func_wall render bug

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  1. #1
    QPU-aligned Silencer's Avatar  
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    func_wall render bug

    I have this plain ass func_wall window that really is a single null-textured cuboid except the front face which has glass texture. It looks fine from the front but from some other angle it looks full-bright texture-rendered except on the left side. What is going on here?

    https://i.imgur.com/yPxu3rf.jpg

    https://i.imgur.com/q45GC42.jpg

  2. #2
    QPU-aligned Silencer's Avatar  
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    Re: func_wall render bug

    I tried having it somewhere else at compile-time and then move it by changing the origin, and this still happens exactly like this. It also appears to only depend on view angle, not on where I stand.

  3. #3
    Still learning wolf-3d's Avatar  
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    Re: func_wall render bug

    I have this plain ass func_wall window that really is a single null-textured cuboid except the front face which has glass texture
    Change all textures to "glass", compile, check and then iterate + one side "null texture" until the problem re-occurs.
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    Wolf-3D

  4. #4
    QPU-aligned Silencer's Avatar  
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    Re: func_wall render bug

    Quote Originally Posted by wolf-3d View Post
    Change all textures to "glass", compile, check and then iterate + one side "null texture" until the problem re-occurs.
    This made no difference unfortunately.

  5. #5
    Registered User banan2288's Avatar  
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    Re: func_wall render bug

    Trying to split brush into two/three?

  6. #6
    QPU-aligned Silencer's Avatar  
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    Re: func_wall render bug

    Quote Originally Posted by banan2288 View Post
    Trying to split brush into two/three?
    Tried this already. Makes no difference.

  7. #7
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: func_wall render bug

    Possible try to clip textures?
    If you cube all clip and 2 glasses only font and back

    I hope you haven't bug yet?
    Last edited by SourceSkyBoxer; 18-02-2016 at 01:33 PM.
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  8. #8
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    Re: func_wall render bug

    maybe try a hintblock in the windowframe, it could be a vis problem.

  9. #9
    Still learning wolf-3d's Avatar  
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    Re: func_wall render bug

    I have seen similar behaviour when trying to create a "fake mirror", for me it occurred because one of the edges was "null textured" or because hammer "got confused" and you end up with a brush with a missing or illegal face.
    Can you cordon off the 'Window and Frame' and post here ?
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  10. #10
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    Re: func_wall render bug

    Sorry I can add no useful info, except to say that I have seen the same thing happening. I can dig up the map if you're interested. It was a lobby covered with a glass ceiling of many panes - only one of which would exhibit that viewing angle sensitivity that you show. It's definitely real. :/

  11. #11
    QPU-aligned Silencer's Avatar  
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    Re: func_wall render bug

    Tried separating it into two func_walls where the cut appears. The effect still appears but only on one of the two, also further to the right. The cut coincides with some edges of some brushes. It's not really my bug at this point, so I'll probably just leave it.

  12. #12
    Registered User banan2288's Avatar  
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    Re: func_wall render bug

    Trying to set it to another entity? And before you try, add zhlt_embedlightmap key with value of "4" to your glass entity. It's a random idea, just want compiler treat this brush differently so maybe it will affect it's clipping or something.

  13. #13
    QPU-aligned Silencer's Avatar  
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    Re: func_wall render bug

    I had tried lightmap embedding. It appears to be unrelated.

  14. #14
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: func_wall render bug

    My wild guess would be that it's an issue you can fix by jiggling the BSP nodes around. I would experiment with different shapes, sizes, room types, and all other kinds of dumb things until it works. This bug is still just as confusing as it was 6 years ago.
    Last edited by w00tguy123; 18-02-2016 at 08:05 PM.
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  15. #15
    QPU-aligned Silencer's Avatar  
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    Re: func_wall render bug

    Heh. Yeah I remembered dealing with exactly this problem on this particular func_wall years ago. Thought maybe we got smarter in all that time. Seems that no lol.

    It likely is a problem in the rendering code. If that's the case even vluzacn can't help with it I guess.

  16. #16
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: func_wall render bug

    Hi @Silencer and @w00tguy,

    But i never see texture render bug. I think unsure because you use newest display card than Goldsrc Engine puts out bad render. But my old display card AMD Readon 5770 Serie and i haven't seen bug of render. I have tried like texture render bug into in-game. Just doesn't get fault to Compiler. Just bug is from Engine.

    Sven Co-op Team sorry, you need to update Engine from Half-Life SDK from Githurb.
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