Often, floors and ceilings aren't quite filled in
properly: pixels are left untouched by the renderer, or
partially-visible walls or floors show through (there
is an example of this near the top of the attached
screenshot). Dynamic lighting must be enabled and light
sources must be present for this to occur.
Other possibly relevant details: XFree86 4.3.0.dfsg.1;
kernel.org kernel Radeon driver (currently running
2.6.10-as3); Radeon 7000 (RV100).
Logged In: YES
user_id=11869
Known problem (also under the
"Graphical Oddities" bug).
It happens because use a Level-Of-Detail
algorithm to divide floor and ceiling polygons.
This means that the edges of some polygons
(a closer one which gets split, and a further
away one which doesn't), the vertices used
to draw the polygon along that edge are
different. In this case OpenGL doesn't
guarantee that the edge will be filled by pixels,
and indeed single pixel gaps do occur.
I have developed a new method for dynamic
lighting which doesn't need to split polygons,
and greatly improves this situation. There
wasn't enough time to finish it for 1.29 though.