View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0004634 | The Dark Mod | Graphics | public | 14.10.2017 07:46 | 05.12.2020 12:35 |
Reporter | stgatilov | Assigned To | stgatilov | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | assigned | Resolution | open | ||
Product Version | TDM 2.05 | ||||
Target Version | TDM 2.10 | ||||
Summary | 0004634: Inn Business: ambient light on a rug in tavern is not smooth | ||||
Description | The rug look bad: its color (brightness) changes hardly from light to dark at a screen-horizontal line. See screenshot. | ||||
Steps To Reproduce | 1. Start Inn Business map. 2. Run "notarget" command in console. 3. Enter the tavern through the main entrance. 4. Go to the place behind the bar/table. At some moment you'll notice that the rug (behind the bar) is hardly split by a horizontal line into two parts with different brightness. See screenshot. | ||||
Tags | No tags attached. | ||||
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Note: this has nothing to do with interactions, it is present even with r_skipInteractions. It happens both with simple and enhanced ambient rendering method. Settings like GLSL/FBO have no effect on the problem. I suspect it is a bad texture, since other objects do not have the issue. |
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I can't see the problem, neither on the screenshots or in game. Here's my screenshot. http://bugs.thedarkmod.com/file_download.php?file_id=497&type=bug I used r_singleLight and r_lightscale to have the ambient light only. |
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When I try to see your screenshot, I see mantis error: APPLICATION ERROR 0001100 Issue 0 not found. SYSTEM WARNING: 'extract() expects parameter 1 to be array, boolean given' in '/usr/local/www/mantis-1.2.19_1/file_download.php' line 81 Do you mean you cannot notice the problem even on my screenshots? |
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Try increasing gamma to make ambient colors bright enough. With low gamma this thing can be hard to notice. | |
Yes. Try to refresh the webpage because I re-uploaded the picture. Otherwise here it is https://ibb.co/edzmDw |
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As for Untitled.jpg which is the third attachment in this issue, you are too close to this rug to see the effect. Try to reproduce exactly the same camera position as on my screenshots. |
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Umm... How did you turn the ceiling light off? |
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Speaking on my first screenshot, it has two red marks like ">" and "<" signs inside red circle. Inspect closely the horizontal line between them. It splits the rug into two parts: the lower one is significantly brighter than the upper one. When you move slightly from that position, the splitting line moves up and down with you, which catches your eye quickly (unless you have low gamma, in which case you do not see ambient well anyway). |
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I used water arrow to disable ceiling light =) | |
Can see it now. I think it's simple depth-buffer fighting. Could it be some kind of polygon offset mapper's attempt that went wrong? Somebody fluent with DR should take a look. Or maybe it's just the scattered_dirt getting on top of the carpet because of insufficient depth buffer precision. Explains why r_skipAmbient 1 fixes it. |
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It turns out there are *two* func_static scattered_dirt02 patches, coplanar with each other and with the top of the floor brush. It doesn't look as though the mapper tried to offset anything (though scattered_dirt02 has DECAL_MACRO, implying sort decal and polygonOffset 1 on both patches). |
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Ok, it looks like a map issue. This is very likely because most of the rugs around do not behave wrong. Sorry, false alarm then =) BTW, is it hard to check that if duplicate dirt is removed, the issue is gone? P.S. Should it be resolved as "won't fix" or changed to "mapping" category? |
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I would vote for moving to the "mapping" category | |
I'm not sure it is a map issue: the decal patches are below the rug. In fact they're as far below the rug as they could be. And using more than one blended decal (they use blend filter) is something a mapper might legitimately do. Edit: I just tried and failed to see any glitches on my 2.05 installation. If you want to test with one of the decal patches removed, setting "hide" "1" on func_static_199 should work non-destructively. |
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Added a screenshot from "Patently Dangerous" mission. The same (or almost the same) rug produces the same issue. You can see it very close to the mission start: just mantle over the fence and it will be there. |
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Related to 0001201? | |
Or this? http://forums.thedarkmod.com/topic/11825-decal-issue/ | |
I have also noticed the same issue on one of the larger rugs in Saint Lucia. Have not taken a screenshot... | |
>> the decal patches are below the rug. Yes they are, but the engine lifts all decals automatically (see cvars r_offsetXXX). Set the cvars to 0 and the carpet is OK but now the stain on the bar stand is broken. You can play with cvars and try to find values that work for this particular location. The radical solution would be to disable the hardware depth test and discard pixels in fragment shader which would bring some other glitches. We can also use a 32-bit depth precision in an FBO. |
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I have linked a related issue, maybe interesting to read. It looks like the only proper way to fix it is to review all the offsets (depth and 3D) and create some plan which would get everything right. Adjusting offset for one particular scenario without checking all the other cases will most likely break some other cases =( When I set r_offsetFactor to -1 instead of -2, the issue starts happening at much smaller looking angle. With -0.6, I have to go very far to see the issue (Patently Dangerous is a great map to test it). According to my experience, such dependence on angle must not happen when polygonOffsetFactor is used (it is divided on the minimum looking angle over the polygon). Which leads me to conclusion that there is a plain 3D offset somewher (i.e. offset hardcoded in world coordinates). Perhaps if we remove this 3D offset, everything would work properly? |
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This old decal issue thats been around for a while now, have you guys got an idea on how to fix it..? | |
In this particular case IMHO it would make sense to make the dirt decal to include the carpet as well. (Do they only walk with their dirty boots on the woodboard?) If we want to make an impression of carpet to cover the dirt then we need to somehow make the dirt part of the woodboard material. |
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Date Modified | Username | Field | Change |
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14.10.2017 07:46 | stgatilov | New Issue | |
14.10.2017 07:48 | stgatilov | File Added: broken_ambient_1.jpg | |
14.10.2017 07:48 | stgatilov | File Added: broken_ambient_2.jpg | |
14.10.2017 07:50 | stgatilov | Note Added: 0009466 | |
14.10.2017 12:13 | duzenko | Note Added: 0009468 | |
14.10.2017 12:13 | duzenko | File Added: Untitled.jpg | |
14.10.2017 12:14 | duzenko | Note Edited: 0009468 | View Revisions |
14.10.2017 12:15 | duzenko | File Deleted: Untitled.jpg | |
14.10.2017 12:16 | duzenko | File Added: Untitled.jpg | |
14.10.2017 12:32 | stgatilov | Note Added: 0009469 | |
14.10.2017 12:33 | stgatilov | Note Added: 0009470 | |
14.10.2017 12:34 | duzenko | Note Added: 0009471 | |
14.10.2017 12:35 | duzenko | Note Edited: 0009471 | View Revisions |
14.10.2017 12:35 | stgatilov | Note Added: 0009472 | |
14.10.2017 12:36 | duzenko | Note Edited: 0009471 | View Revisions |
14.10.2017 12:36 | duzenko | Note Added: 0009473 | |
14.10.2017 12:39 | stgatilov | Note Added: 0009474 | |
14.10.2017 12:40 | stgatilov | Note Added: 0009475 | |
15.10.2017 10:16 | duzenko | Note Added: 0009480 | |
15.10.2017 10:17 | duzenko | Note Edited: 0009480 | View Revisions |
15.10.2017 10:29 | duzenko | Note Edited: 0009480 | View Revisions |
15.10.2017 10:38 | duzenko | Note Edited: 0009480 | View Revisions |
15.10.2017 10:40 | duzenko | Note Edited: 0009480 | View Revisions |
15.10.2017 15:23 | VanishedOne | Note Added: 0009481 | |
15.10.2017 15:25 | VanishedOne | Note Edited: 0009481 | View Revisions |
15.10.2017 16:27 | stgatilov | Note Added: 0009482 | |
15.10.2017 16:40 | duzenko | Note Added: 0009483 | |
15.10.2017 17:30 | VanishedOne | Note Added: 0009484 | |
15.10.2017 17:43 | VanishedOne | Note Edited: 0009484 | View Revisions |
11.11.2017 15:35 | stgatilov | File Added: PatentlyDangerous_BrightnessIssue.jpg | |
11.11.2017 15:37 | stgatilov | Note Added: 0009569 | |
11.11.2017 18:52 | duzenko | Note Added: 0009578 | |
12.11.2017 21:46 | VanishedOne | Note Added: 0009587 | |
14.11.2017 16:59 | stgatilov | Note Added: 0009614 | |
14.11.2017 19:43 | duzenko | Note Added: 0009619 | |
14.11.2017 19:43 | duzenko | Note Edited: 0009619 | View Revisions |
14.11.2017 19:46 | duzenko | Note Edited: 0009619 | View Revisions |
14.11.2017 19:48 | duzenko | Note Edited: 0009619 | View Revisions |
31.12.2017 07:24 | stgatilov | Relationship added | related to 0004079 |
31.12.2017 07:41 | stgatilov | Note Added: 0009947 | |
31.12.2017 07:42 | stgatilov | Note Edited: 0009947 | View Revisions |
28.03.2018 08:37 |
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Note Added: 0010173 | |
28.03.2018 09:31 | duzenko | Note Added: 0010196 | |
28.03.2018 09:32 | duzenko | Note Edited: 0010196 | View Revisions |
21.03.2020 17:47 | stgatilov | Product Version | SVN => TDM 2.05 |
21.03.2020 17:47 | stgatilov | Target Version | => TDM 2.09 |
21.03.2020 17:47 | stgatilov | Assigned To | => stgatilov |
21.03.2020 17:47 | stgatilov | Status | new => assigned |
05.12.2020 12:35 | stgatilov | Target Version | TDM 2.09 => TDM 2.10 |