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Old 07-31-2017   #2
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If I recall correctly, this is due to inherent inaccuracies in the rendering code because Doom approximates things, rounding for speed reasons instead of doing the math exactly. This creates quirks when the rounding changes each time the function is called, creating an answer that's slightly off in a different way each time. You can mitigate this in areas where it's exceptionally problematic by adding redundant vertices to the map, but it won't go away entirely, especially at higher resolutions.

Last edited by Mystic; 07-31-2017 at 06:43 AM. Reason: Slight wording change for clarity.
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