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Node object visibility regression #472

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TrajansRow opened this issue Mar 19, 2024 · 2 comments
Open

Node object visibility regression #472

TrajansRow opened this issue Mar 19, 2024 · 2 comments
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@TrajansRow
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I have not yet identified the cause for this, but I'm seeing a few issues with object visibility in 1.7.1 that did not exist in 1.6.2. In some cases, objects that should be hidden are visible. In other cases, objects are invisible that should not be. See attached screenshots.
AlephOne_1 6vs1 7_Objects

@LidMop LidMop self-assigned this Mar 19, 2024
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LidMop commented Mar 20, 2024

I haven't looked at Blauwe Vingers yet, but the Trams example (including an unshown but more egregiously glitching rocket launcher on the catwalk to the left of the screenshot) is similar to the first example in #198: the "draw each sprite after the last-drawn polygon they cross into (usually)" algorithm is fundamentally insufficient. I'm still looking into overhauling it.

The Trams glitch is incidentally only uncovered by 43283f6 while using the HD Weapons plugin. The combination results in a much, much longer right-extent on the rocket launcher that runs into a polygon that happens to get drawn after the brown wall.

@LidMop LidMop closed this as completed in d566793 Mar 23, 2024
LidMop added a commit that referenced this issue Mar 23, 2024
Make models that are behind (but extend forward of) the camera have a
degenerate virtual rectangle that has just 1 base node instead of a
mirrored rectangle that breaks build_agg*_window().

Partially fixes #472.
@LidMop LidMop reopened this Mar 23, 2024
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LidMop commented Mar 23, 2024

Latest 2 commits should jointly fix the Blauwe Vingers model rendering regression since 43283f6 / 8463db8 but doesn't fix the longstanding issue of objects (e.g. the church) disappearing due to their origin polygon not being visible. I do want to fix that but I'm not settled yet on how.

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