Quakespasm's warptexture coordinates inherit incorrect behavior from GLQuake.
On an axis-aligned surface it looks like it's shifted 50%. On a curved surface, it makes every face have disjointed coordinates with its neighbours, unlike DOS/WinQuake.
Test maps attached.
Eric?
This is the first I've heard of this one - haven't had a chance to check the test maps, but it looks like a good catch based on the screenshots.
Of note: the way QSS implemented lit water happened to have fixed the liquid coordinates in it.
The current QS lit water implementation does not address the coordinates. I'm glad to finally see it nonetheless.
Last edit: chedap 2022-08-29
Eric: Do we have anything to do here?
This bug occurs because the texture coordinate offset is simply not used when calculating the liquid texture coordinates.
The attached patch corrects this for standard liquids,
oldwaterand lightmapped liquids.Regards,
stn
Eric: Can you please review the patch?