View Issue Details

IDProjectCategoryView StatusLast Update
0005670The Dark ModGraphicspublic19.05.2024 08:11
Reporterduzenko Assigned To 
PrioritylowSeverityminorReproducibilitysometimes
Status confirmedResolutionopen 
PlatformPCOSWindowsOS Version10
Product VersionSVN 
Target VersionTDM 2.13 
Summary0005670: Overbright pixels
DescriptionIt seems that the ambient interaction shader overbrights pixels sometimes
Steps To ReproduceStart NHAT - politics
Go to the water station
Observe pixels along the handrails tops
TagsNo tags attached.
Attached Files
image.png (660,978 bytes)
image-2.png (10,904 bytes)   
image-2.png (10,904 bytes)   

Activities

Bikerdude

Bikerdude

16.07.2021 08:34

reporter   ~0014161

This a basic core mod issue that you only see with func_static's. The workaround is to export them as models (.lwo/.ase) etc.
nbohr1more

nbohr1more

15.11.2022 03:06

developer   ~0015424

Last edited: 15.11.2022 03:06

I had this mostly fixed in one of my shader mods by multiplying the vertexColor and lightColor and using the result as a min value so no
pixel was ever brighter than that result.

Unfortunately, lightColor is now controlled in a different shader than vertexColor so that approach cannot work
here unless someone grants access to lightColor in tdm_interaction.glsl
nbohr1more

nbohr1more

15.11.2022 03:44

developer   ~0015425

Hmm... changing the end of interaction.ambient.fs.glsl to this:

float lcolmax = max(lightColor.r , max(lightColor.g , lightColor.b)) ;
float diffusemax = max(params[var_DrawId].diffuseColor.r, max(params[var_DrawId].diffuseColor.g, params[var_DrawId].diffuseColor.b));
FragColor = min((vec4(lightColor * ssao * interactionColor.rgb, interactionColor.a)), ( lcolmax * diffusemax ));

Significantly reduces occurrences of this artifact. Not so much in NHAT but in the hills of the animated grass map the sparklies are basically invisible
Too may additional instructions ?
stgatilov

stgatilov

17.12.2023 10:39

administrator   ~0016244

I looked at the issue at "3474.72 -6912.92 -2218.91 34.5 44.6 0.0".
I believe these bright lines are due to dmap precision problems: some vertexes get displaced slightly, causing surface to overlap itself.
Perfectly self-overlapping surface gets lit twice of course.
duzenko

duzenko

19.05.2024 08:10

developer   ~0016700

Perilous Refuge shows it even on wall corners
GVP 91.41 -313.13 205.26 -5.2 157.9 -0.0
Untitled.jpg (339,624 bytes)

Issue History

Date Modified Username Field Change
15.07.2021 09:48 duzenko New Issue
15.07.2021 09:48 duzenko Status new => assigned
15.07.2021 09:48 duzenko Assigned To => cabalistic
15.07.2021 09:48 duzenko File Added: image.png
15.07.2021 09:48 duzenko File Added: image-2.png
16.07.2021 08:34 Bikerdude Note Added: 0014161
05.10.2021 11:03 nbohr1more Target Version TDM 2.10 => TDM 2.11
15.11.2022 03:06 nbohr1more Note Added: 0015424
15.11.2022 03:06 nbohr1more Note Edited: 0015424
15.11.2022 03:07 nbohr1more Target Version TDM 2.11 => TDM 2.12
15.11.2022 03:44 nbohr1more Note Added: 0015425
05.12.2023 01:12 nbohr1more Target Version TDM 2.12 => TDM 2.13
17.12.2023 10:39 stgatilov Note Added: 0016244
17.12.2023 10:40 stgatilov Assigned To cabalistic =>
17.12.2023 10:40 stgatilov Status assigned => confirmed
19.05.2024 08:11 duzenko Note Added: 0016700
19.05.2024 08:11 duzenko File Added: Untitled.jpg