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partial void effect on station15 tree model #119
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@gimhael the somwhat fix for #118 also somewhat fixes this (the texture is right but lighting is wrong): It also somewhat fixes Unvanquished/Unvanquished#799 bug at least for the tree part: But that variant of the bug is still remaining: It was noticed in Unvanquished/Unvanquished#799 (see comment) that the wolf:et bug was introduced in 6cb4dcc but the source tree was buildable starting with commit 97cbb46 (those are translated commit ids in Daemon repository after engine split, see the other thread for commits ids on Unvanquished repository). |
For testing purpose a snapshot of for-0.51.0 assets (including station15 map) can be fetched this way: wget -O- http://gg.illwieckz.net/dl/unvanquished/dev/UnvanquishedAssets.get | xargs wget |
For testing purpose one can load wolf:et's railgun map this way:
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note that the unattended side-effect "somewhat fix" previously talked about is not there anymore, bug was brought back when lighting was fixed, i.e the complete fix for the other bug left this one unmodified despite some work in progress had some effect on this. |
The tree thing seems still true as of 0.52.1: image deleted to avoid wasting people's bandwidth |
Your screenshot doesn't depict the bug, it is worked around by Anyway the bug is still there |
Then I'm failing to understand the problem. |
This may help: https://imgsli.com/ODgwMjI |
please upload images instead of linking them, for future reviewers. Also, which side should be the good one? |
Those are the images in first post, just reuploaded with a slider. |
This is probably related to the fact those two models are colliding. |
I believe this is caused by a mismatch between the depth shader and the main shader stage. The depth shader assumes that the alpha for |
This does not seem to be the case. Both use |
So it's probably a map/shader bug. |
Was it an answer for the bad vertex lighting: Or for the part of the tree not being rendered? |
I could be wrong about the specifics of how the depth shader is mismatched. But disabling depth pass with #1412 fixes the issue |
Point is, nothing's not being rendered. It looks black because the resulting colour is very close to 0. |
So either the original issue was fixed at some point, or there was no void there in the first place. |
That's not it. The bug is nothing being rendered at all in some pixels. It can be clearly seen if you turn off |
Ohh, I found where that is happening now. Apparently it's like one small part of a branch that's affected. |
Yes, only a small part of the branch, the part colliding with the other plant. |
Sometime I do believe we may have some |
Ah, found the issue now. |
LightMapping shader multiplies with the vertex colour first, and then does the Daemon/src/engine/renderer/glsl_source/lightMapping_fp.glsl Lines 102 to 108 in 559e2df
While the generic shader, which is used by the depth pre-pass, does the Daemon/src/engine/renderer/glsl_source/generic_fp.glsl Lines 64 to 76 in 559e2df
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Maybe that's wanted for terrain blending? |
I suppose so. I think just doing the multiplication first in generic shader should fix this issue. |
See that weird void effect at the tip of the conifer branch:
It must look like this:
Note that the bug seems to occur on the collision with the plant leaf model. For information, there is also an alphagen brush in source map at this place:
This bug looks somewhat related to that bug noticed in wolf:et map (at least for the tree):
Unvanquished/Unvanquished#799 (comment)
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