Difference between revisions of "Long wall error"

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The effect is caused by loss of precision in calculations internal to the [[Doom rendering engine|rendering engine]].  Doom internally uses [[Wikipedia:Fixed-point arithmetic|fixed-point arithmetic]] to perform calculations, for speed.  As these fixed-point numbers have a limited range, incredibly long walls can cause a loss of precision, leading to the wall being rendered at the wrong location.
 
The effect is caused by loss of precision in calculations internal to the [[Doom rendering engine|rendering engine]].  Doom internally uses [[Wikipedia:Fixed-point arithmetic|fixed-point arithmetic]] to perform calculations, for speed.  As these fixed-point numbers have a limited range, incredibly long walls can cause a loss of precision, leading to the wall being rendered at the wrong location.
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== Demo files ==
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[[Media:longwall.lmp|The long wall error]] ([[Image:longwall.lmp|file info]]) on E2M3: Holy Moly! ([http://www.doomworld.com/idgames/index.php?id=9510 DARKHELL.WAD])
  
 
[[Category:Errors and bugs]]
 
[[Category:Errors and bugs]]

Revision as of 18:09, 22 January 2006

Long Wall Error refers to a bug which occurs when incredibly long linedefs are present in a level. Such lines may appear to shift back and forward as the player moves relative to them.

The effect can only be seen on incredibly long walls (greater than 1024 units) composed of a single linedef. Greater lengths accentuate the effect more. The problem can be avoided by breaking long walls into multiple linedefs.

Technical

The effect is caused by loss of precision in calculations internal to the rendering engine. Doom internally uses fixed-point arithmetic to perform calculations, for speed. As these fixed-point numbers have a limited range, incredibly long walls can cause a loss of precision, leading to the wall being rendered at the wrong location.

Demo files

The long wall error (file info) on E2M3: Holy Moly! (DARKHELL.WAD)