View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0004674||The Dark Mod||Coding||public||16.11.2017 21:01||27.03.2020 20:39|
|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.
|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.
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...
|16.11.2017 21:01||VanishedOne||New Issue|
|18.09.2018 12:44||VanishedOne||Description Updated||View Revisions|
|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||View Revisions|
|26.08.2019 14:55||VanishedOne||Note Added: 0011828|
|31.08.2019 23:21||VanishedOne||Description Updated||View Revisions|
|31.08.2019 23:21||VanishedOne||Additional Information Updated||View Revisions|
|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||View Revisions|
|27.03.2020 20:20||VanishedOne||Note Edited: 0012316||View Revisions|
|27.03.2020 20:22||VanishedOne||Note Edited: 0012316||View Revisions|
|27.03.2020 20:39||VanishedOne||Note Edited: 0012316||View Revisions|