View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0004674 | The Dark Mod | Coding | public | 16.11.2017 21:01 | 27.03.2020 20:39 |
Reporter | VanishedOne | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
Product Version | TDM 2.06 | ||||
Summary | 0004674: Particles that look different or are invisible since 2.06 | ||||
Description | Test map at http://forums.thedarkmod.com/index.php?/topic/19162-beta-testing-206/&tab=comments#comment-414111 -- behaviour is the same in the 2.06 release version. With blend blend the bubbles are visible in 2.06 but very dark; with the non-alpha-involving blends I tried I could see nothing. Yet only particles seem affected: the same materials blend normally on a worldspawn patch. | ||||
Additional Information | The bubble .tga has an alpha channel, which is used in the blend blend version. | ||||
Tags | No tags attached. | ||||
I think this has something to do with how colour multipliers are applied to the materials used for the particles. First, let's suppose you have entityColor 1 set in the particle decl. If you use a material like textures/particles/boomboom3, which uses the vertexcolor keyword, as your particle, the emitter's _color gets applied to the particles. If you instead use textures/particles/dim_disk, which references entity shaderparms instead of using vertexcolor, then in 2.05 the particles have the _color of the emitter, but in 2.07 I don't see anything (maybe the effective colour is black?). If I disable entityColor and try to apply a colour within the particle decl, again, I can colour textures/particles/dim_disk in 2.05 but see nothing in 2.07. |
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It doesn't seem to be a problem with passing shaderparms in general, only with setting the colour. I tried making material stages conditional on parm7 and those particles worked as expected. | |
Relevant? (From draw_common.cpp): // Ignoring vertexColor is not recommended for particles. The particle system uses vertexColor for fading. // However, there are existing particle effects that don't use it, in which case we default to using the // rgb color modulation specified in the material like the "old stages" do below. |
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It seems to be less easily worked around than 'particles without vertexColor are broken'. bloodwound (particle decl) uses textures/particles/bloodspray In 2.05 the particle is visible on an emitter. If I comment out vertexColor, textures/particles/bloodspray becomes visible on a worldspawn patch too, and the particles remain visible. In 2.07 commenting out vertexColor still makes the material visible on a patch, but the particles are invisible either way. Edit: actually, that's probably what I noted above about particles that don't use entityColor. Possibly complicated by the material's use of a gl_one_minus_src_color multiplier in the blend mode. Edit: well, setting entityColor 1 and giving the emitter a _color doesn't seem to be getting me anywhere... |
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Date Modified | Username | Field | Change |
---|---|---|---|
16.11.2017 21:01 | VanishedOne | New Issue | |
18.09.2018 12:44 | VanishedOne | Description Updated | |
23.02.2019 20:13 | VanishedOne | Summary | Particles that look different or are invisible => Particles that look different or are invisible since 2.06 |
20.08.2019 23:22 | VanishedOne | Note Added: 0011822 | |
20.08.2019 23:23 | VanishedOne | Note Edited: 0011822 | |
26.08.2019 14:55 | VanishedOne | Note Added: 0011828 | |
31.08.2019 23:21 | VanishedOne | Description Updated | |
31.08.2019 23:21 | VanishedOne | Additional Information Updated | |
10.09.2019 16:56 | VanishedOne | Note Added: 0011844 | |
27.03.2020 20:16 | VanishedOne | Note Added: 0012316 | |
27.03.2020 20:18 | VanishedOne | Note Edited: 0012316 | |
27.03.2020 20:20 | VanishedOne | Note Edited: 0012316 | |
27.03.2020 20:22 | VanishedOne | Note Edited: 0012316 | |
27.03.2020 20:39 | VanishedOne | Note Edited: 0012316 |