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This repository has been archived by the owner on Jun 23, 2023. It is now read-only.
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)
The text was updated successfully, but these errors were encountered:
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.
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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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)
The text was updated successfully, but these errors were encountered: