UFO:Alien Invasion
Archive => Bugs prior to release 2.4 => Topic started by: MCR on July 15, 2010, 10:58:24 am
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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 :)
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This is my favorite palm:
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Black alpha bug:
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please also attach your config.cfg and ufoconsole.log
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Here they come:
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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...
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and in which way is that related to this topic?
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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 ?
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the glowing for models without glowmap should be fixed now
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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).
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I have noticed this as well and been meaning to mention it. Probably ATI-related. Glowmap shows through models and UFORadiant brushes.
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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.
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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.
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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:
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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
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Ok, I will work on fixing those issues. BTW, there is some other problem introduced -- some staged materials started to glow. I'll fix that too, so please delay applying this patch to master.
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which map are you refering to with the staged materials? i've tested with "map day +alienb2" and there it looks fine (except those just posted issues)
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https://sourceforge.net/tracker/?func=detail&aid=3163917&group_id=157793&atid=805242
this is the bug ticket link btw.
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+city medium
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Oops! I didn't notice that shaders were switched off when lighting is disabled, and few other things. Now glowmaps are working for me, but patch is not as clean as I hoped.
Here it is:
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Great to see some movement here ;)
& Hello Sandro & a warm WELCOME TO THE FORUMS !!!
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i've applied your fix now - thanks a lot
but ... ;)
the soldier markers and the box tracer are glowing - looks like the glowmap is active for R_DrawEntityEffects
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First tests have shown that this problem is finally eliminated. Thanks a lot to all involved in fixing this. :) 8)
Btw., somehow I like the glow of the soldier markers & the box tracer :D
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MCR, thanks! :)
Mattn, yes, there were few state leaks remaining. Hopefully, attached patch will plug all of those ;) At least, I traced everything that is called from R_RenderFrame(), so it's supposed to be complete.
Still, glowing cursor box was niiice :) Maybe, reintroduce it as a feature? That's just a few lines of code.
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i've applied it in the morning already - thanks a lot