there seems to be a flashing, or change of positioning, of dead sprite, in this case SPOS, with the weapon that is left for pick up, in this case, the shotgun
You can see 3 different positions I was able to get by moving the mouse slightly. eg. pic 1, 2, and 3. Once you pick up the weapons, the flashing is gone
pic 1
Would that be software renderer or OpenGL. Pictures look like OpenGL.
In OpenGL there is the z-buffer to complicate things. When two objects are so close that one would be within the other, the z-buffer display that in some strange ways. This may be a long term problem.
In the software renderer, there is no z-buffer. The software rendering of sprites is currently being worked on to solve problems with sprites on 3d-floors. I have tried about six or more solutions, each which has failed in a new way.
The fixes may be so extensive that the hardware rendering of sprites may be affected too.
The Doom display of simple objects, like the gun and dead imp, which are both 1-side views that appear to rotate as the player circles them, is inherent in the wad and engine design. Two such objects close together will vary as to which is displayed in front with very little change in position. The closest to the player is wholly in front of the other sprite There is nothing that will ever be done about that.
The OpenGL software has a z-buffer that can interact badly with this situation.
yes, it is OpenGL. I'm using Asus Radeon 9200SE video adapter. As far as I remember , this never occurred with 132 beta 4 for windows, which is what I've been using for the last 4 or 5 years, until you've presented 144. 144 seems to run lots of wads that crashed or were unusable with the old 132 beta 4. A great piece of software. Thanks for your response.
tried changing the z buffer on my video card. artifact remains
There are many draw artifacts, even in the old versions. Changes to the 3dfloor draw code has affected where and when they show up.
I have been working on another revision of the 3dfloor vrs sprite problem, and have discovered that many of the conflicts are due to the order of drawsegs as created by the BSP.
The fixes I have tried have removed known draw artifacts, only to have new ones show up somewhere else.