[Fixed]Graphical error handling windows and transparency

Bugs that have been fixed, including bugs reported here.
Links are provided here for bugs reported at both Sourceforge sites and Github:
https://sourceforge.net/p/edge2/bugs/
https://sourceforge.net/p/edge/bugs/
https://github.com/3dfxdev/EDGE/issues? ... s%3Aclosed
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Lobo
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[Fixed]Graphical error handling windows and transparency

Post by Lobo »

I was seeing this a lot in RunSabers Astral Pathfinder mod. Now while trying out Batman Doom I see it there too.

In Astral Pathfinders case it's related to the infinite sky technique where you use a sector that has a floor and ceiling of 0 height.

A screenshot is quicker than a 1000 words so...

This is in EDGE (x64) 2.1.0pre-96:
shot09.jpg
shot09.jpg (39.03 KiB) Viewed 526 times
and this is in EDGE 1.35:
shot22.jpg
shot22.jpg (41.82 KiB) Viewed 526 times
And here is a demo map:
WindowBug.wad
(5.03 KiB) Downloaded 27 times

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Corbachu
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Re: Graphical error handling windows and transparency

Post by Corbachu »

Image code was also in a state of flux due to the rendering rewrite work. Assuming that’s a normal DOOM patch - have a copy of Debug.txt by chance?
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Lobo
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Re: Graphical error handling windows and transparency

Post by Lobo »

Here you go.
debug.txt
(64.42 KiB) Downloaded 28 times
Yeah, it's just a bog standard Doom map as far as I know.

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Lobo
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Re: Graphical error handling windows and transparency

Post by Lobo »

Just tried in EDGE (x86) 2.1.0pre-43 (the previous release) and it works OK.

So something in the latest build got broke.

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Corbachu
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Re: [Fixed]Graphical error handling windows and transparency

Post by Corbachu »

Fixed @f0a825d.
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