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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Submit Patch #4735 Light and Shadows (jdolan)
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This issue has been closed with status "Closed" and resolution "CAN'T FIX".
Issue basics
  • Type of issue
    Submit Patch
  • Category
    General
  • Targetted for
    Not determined
  • Status
    Closed
  • Progress
  • Priority
    3. Normal
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
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Issue details
  • Resolution
    CAN'T FIX
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Description
[http://sourceforge.net/p/ufoai/patches/608 Item 608] imported from sourceforge.net tracker on 2013-01-28 20:46:59

Attached is a patch that gets the shadows closer to working. It also
brings in the BSP lights stuff, which is in fact working as far as I can
tell. Something is still wrong with the shadow matrix transformation
and / or the lighting cache. UFO populates numerous renderer entities
for each player entity, and while I've figured out how to do that in
Q2W, I haven't fixed it yet in UFO.
===== Comments Ported from Sourceforge =====

====== tlh2000 (2011-05-16 16:03:46) ======


====== tlh2000 (2011-05-16 20:19:31) ======

updated version of the initial patch - use this one
====== alextishin (2011-08-26 21:45:48) ======

Rebased to the dfee0d18
====== alextishin (2011-08-26 21:47:54) ======

Attached the version of patch which is rebased to the commit dfee0d18. That commit introduced the stencil shadows part into the game. Hopefully all conflicts are fixed.

jdolan, if you reading this -- please tell about anything that you see as broken.
====== tlh2000 (2011-08-27 06:45:56) ======

updated version against latest master
====== tlh2000 (2011-08-27 06:49:03) ======

the transformation matrix is broken in the version against master. not sure how it looks like in your version alex.
====== alextishin (2011-08-27 08:17:35) ======

Further rebasing to the master breaks model transformation matrix for me, with really bizarre results, but this version (based on commit dfee0d18) looks ok to me. Will investigate.
====== tlh2000 (2011-08-27 08:20:13) ======

btw. this patch adds a third pipeline for light handling, we should really strip two of them ;)
====== alextishin (2011-08-27 08:34:40) ======

Noticed that too. :) Actually, we still should keep separate light lists for world and models (only dynamic lights for world, since static lights are precompiled for it), but of course lighting code should be unified as much as possible.
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