â„–74760[Quote]
it's gamemaker studio 1.4 and I use obsolete Direct 3D functions.
â„–74762[Quote]
it seems to happen only on the western and northern sides of the map. Why. Why does this happen, literally why??
â„–74765[Quote]
>>74759 (OP)I know the playstation does this type of shit too. Add a retro filter and sell it as a "feature". It's not a biug it's a feature guys.
(Other than that sorry I can't help, I don't use gamemaker. I heard it's full of bugs and kinda crap anyway, would explain why Undertale and Deltarune are kinda shit.)
â„–74767[Quote]
wait I have an idea.
â„–74769[Quote]
>>74759 (OP)Why the fuck are the checkerboard everywhere?
â„–74770[Quote]
>>74769this way distortions which are the result of this bug are easily seen.
â„–74771[Quote]
>>74769Nigga, have you seen the walls? It's literally 100% a fnaf fangame, I can tell just from the walls and floor, uncultured swine.
â„–74787[Quote]
>>74765thanks, do you at least know what this defect is called?
â„–74890[Quote]
up
â„–74942[Quote]
I think I know a solution. We need to render the whole building as one big model, this way we will preserve collisions, avoid this vertex tearing and also boost optimization. But then another problem arises, since models do not contain any texture data we will need to create on big texture from multiple ones during runtime, then use clever UV mapping to apply it to the whole model seamlessly.
â„–74943[Quote]
>>74942it works. It works.