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Author Topic: [FIXED] Still having some glowmap issues...  (Read 10231 times)

Offline MCR

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[FIXED] Still having some glowmap issues...
« on: July 15, 2010, 10:58:24 am »
Glow is working perfectly when making models' textures glow, but there are still glow-shine-through issues & other gfx-errors when using a glowmap for a 'normal' Radiant-mesh-texture.

Also the usage of glow via material system is unusable @ the moment.
In first tests having several frames doubled (v1 for usage as frame & v2 for the glowmap) just 1 animation played with glow, the others didn't.
Also this system is not suited perfectly as we would have to use double the amount of texture-slots (we have just 1024) for glow-animations...
We now have 'glowmaplink'. But still the alpha channel of the animation frame overwrites the base texture with black color. (see below)

It would be nice if you could take a look @ that, Arisian  :)
« Last Edit: February 15, 2011, 01:28:01 pm by MCR »

Offline MCR

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Re: Still having some glowmap issues...
« Reply #1 on: July 23, 2010, 10:55:43 pm »
This is my favorite palm:

Offline MCR

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Re: Still having some glowmap issues...
« Reply #2 on: August 09, 2010, 12:28:00 pm »
Black alpha bug:

Offline Mattn

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Re: Still having some glowmap issues...
« Reply #3 on: August 09, 2010, 12:55:48 pm »
please also attach your config.cfg and ufoconsole.log

Offline MCR

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Re: Still having some glowmap issues...
« Reply #4 on: August 09, 2010, 01:00:44 pm »
Here they come:

Offline MCR

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Re: Still having some glowmap issues...
« Reply #5 on: August 09, 2010, 01:02:54 pm »
There is some 'UI_TextNodeLoaded: rows value (26) of node 'ufopedia.content.ufopedia' differs from size (570) and format (18) values' problem, but I think this is just related to the changes I made to my local UFOPaedia file...

Offline Mattn

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Re: Still having some glowmap issues...
« Reply #6 on: August 09, 2010, 04:22:27 pm »
and in which way is that related to this topic?

Offline MCR

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Re: Still having some glowmap issues...
« Reply #7 on: August 10, 2010, 11:15:58 am »
It is related to the attached ufoconsole.log & its content.
I know you would check that this has nothing to do with the issue itself, but I wrote it nevertheless, just FYI.

Did you find anything useful in ufoconsole.log or config.cfg ?

Offline Mattn

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Re: Still having some glowmap issues...
« Reply #8 on: November 16, 2010, 10:00:53 pm »
the glowing for models without glowmap should be fixed now

Offline MCR

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Re: Still having some glowmap issues...
« Reply #9 on: November 28, 2010, 11:34:37 am »
the glowing for models without glowmap should be fixed now

I did not notice any errors of this kind anymore. Thanks a lot for fixing this.

Also the glow-shine-through error (see first attached screenshot of this thread above - ufo46.jpg) seems to be partially fixed.
Unfortunately glowmaps applied to uforadiant-meshes still shine through the models (see attached screenshots).
« Last Edit: November 28, 2010, 11:38:09 am by MCR »

Offline H-Hour

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Re: Still having some glowmap issues...
« Reply #10 on: November 28, 2010, 11:40:54 am »
I have noticed this as well and been meaning to mention it. Probably ATI-related. Glowmap shows through models and UFORadiant brushes.

Offline MCR

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Re: Still having some glowmap issues...
« Reply #11 on: November 28, 2010, 11:44:08 am »
Notice that in the last attached screenshot the glowmap just shines through the actor, but not through her weapon, which is also a model, but behaving correctly.

Offline MCR

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Re: Still having some glowmap issues...
« Reply #12 on: December 08, 2010, 05:16:46 pm »
Here a screenshot describing the uforadiant-mesh-glow-shine-through-actor-problem perfectly:
The glowmap also shines through the heads, but not through the weapons.

Offline Sandro

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Re: Still having some glowmap issues...
« Reply #13 on: February 13, 2011, 05:38:27 pm »
Culprit found. Writing to the glow buffer was disabled for the textures without glow map, making glow depend on drawing order.
Here's the patch against current master:

Offline Mattn

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Re: Still having some glowmap issues...
« Reply #14 on: February 13, 2011, 06:11:40 pm »
thanks a lot - i will apply this fix, though there are still problems left with it.

there are some transparent surfaces that are no longer transparent. see the attached screenshot ufo06 and ufo07
if you activate normal rendering, the normals are glowmapped, too (r_shownormals cvar - set it to 1) ufo08