View Issue Details

IDProjectCategoryView StatusLast Update
0003879The Dark ModGraphicspublic29.04.2018 21:10
ReporterSteveL Assigned ToSteveL  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 2.02 
Target VersionTDM 2.04Fixed in VersionTDM 2.04 
Summary0003879: Warping post processes (water and glass) distort foreground objects
DescriptionWater and glass distort foreground objects, most noticeably any weapon the player has raised.
Additional InformationThese effects are post-processing effects that move colour around on the final rendered image. They should only be allowed to move colour that's behind the water or glass surface, not colour from objects that are in front.

Fix need scene depth info 0003877

TagsNo tags attached.


duplicate of 0003669 closedSteveL Investigate fixes for Water post process shader render order problems 
related to 0003877 resolvedSteveL Allow shaders to access scene depth (co-author: revelator) 
parent of 0003944 resolvedSteveL Fix most water shaders so they don't distort foreground objects 
related to 0004684 resolvedstgatilov Graphical Artifacts in Warp Materials 
related to 0004714 resolvedduzenko Water surfaces broken in Volta2 
related to 0004781 resolvednbohr1more Weird shimmering effect on seawater textures - 
child of 0003684 new Investigate GPL Renderer Improvements 




29.11.2014 23:32

reporter   ~0007184

I split off child issue 0003944 to get water shaders committed for 2.03


10.08.2015 12:39

reporter   ~0007710

My w.i.p. map actually exploits the fact that water can distort the environment map of a see-through window in front of it. (Probably unintended if the env. map is supposed to represent reflections in the glass, but it can look rather good and gives me distortable scenery 'for free' where the water surface is drawn.) I just thought I'd better mention that in case it's linked to this bug and therefore might be on the chopping block.


10.08.2015 15:32

reporter   ~0007711

I'm having trouble getting my head round that :) But I don't think this fix will wreck it. The fix shouldn't touch the way transparent surfaces are drawn over one another. It'll only kick in where a solid, opaque, object is in the foreground, to stop that object's colour bleeding into the window behind.


02.02.2016 21:05

reporter   ~0008036

At rev 14452:

Also relies on some surrounding commits by AH

Issue History

Date Modified Username Field Change
16.10.2014 23:11 SteveL New Issue
16.10.2014 23:11 SteveL Status new => assigned
16.10.2014 23:11 SteveL Assigned To => SteveL
16.10.2014 23:11 SteveL Relationship added related to 0003877
22.10.2014 18:52 SteveL Relationship added duplicate of 0003669
22.10.2014 18:56 SteveL Relationship added child of 0003684
23.11.2014 11:45 SteveL Target Version => TDM 2.03
29.11.2014 17:51 SteveL Relationship added parent of 0003944
29.11.2014 17:52 SteveL Target Version TDM 2.03 => TDM 2.04
29.11.2014 23:32 SteveL Note Added: 0007184
10.08.2015 12:39 VanishedOne Note Added: 0007710
10.08.2015 15:32 SteveL Note Added: 0007711
02.02.2016 21:05 SteveL Note Added: 0008036
06.02.2016 11:30 SteveL Status assigned => resolved
06.02.2016 11:30 SteveL Fixed in Version => TDM 2.04
06.02.2016 11:30 SteveL Resolution open => fixed
21.12.2017 17:21 nbohr1more Relationship added related to 0004684
26.12.2017 18:58 nbohr1more Relationship added related to 0004714
29.04.2018 21:10 nbohr1more Relationship added related to 0004781