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Garbage pixels on the sides of the widescreen hud in OpenGL #553

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HugeTaffer opened this issue Dec 18, 2022 · 5 comments
Open

Garbage pixels on the sides of the widescreen hud in OpenGL #553

HugeTaffer opened this issue Dec 18, 2022 · 5 comments

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@HugeTaffer
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PRBOOM+ Screenshot 2022 12 18 - 18 54 38 62

While using NightFright2k19's widescreen huds mods garbage pixels would appear on the sides of the hud after the screen flashes while getting hurt or picking up items. This only happens in the OpenGL renderer, software is completely fine. I've tried multiple solutions, changing versions, resetting my settings to default, running DSDA Doom, but with no luck. Oddly enough it doesn't seem to happen to the youtuber Decino who uses a similar set up with the same hud wad (https://youtu.be/M54qzitj_DA)

@JadingTsunami
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What resolution/aspect ratio? May be easier to post your config.

@HugeTaffer
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This is 1920x1080 16:9. The resolution is supported by the wad and it works just fine outside of the prboom+ opengl renderer. Thinking about it, maybe it's a driver issue? I'll try updating them.

https://pastebin.com/JpidKMyt here's the prboom+ umapinfo config file that I use.

@HugeTaffer
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I've updated my drivers, still with no luck...

@JadingTsunami
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Unfortunately I don't have a monitor with a high enough resolution to reproduce this issue. So someone else will have to help here.

@ViperAcidZX
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I have a 4K display although I rendered the game at 1920x1080 while using NightFright's widescreen HUD and I can see the garbage pixels too with the OpenGL renderer. It's easier to see if you open the image with an image editing software and zooming in on the sides of the screen. Strangely this doesn't happen with the Unity port's widescreen HUD or the one in the community pack from the Widescreen Assets thread on Doomworld doesn't replicate the issue.

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3 participants