View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004901 | The Dark Mod | Graphics | public | 25.11.2018 17:09 | 27.11.2018 15:34 |
Reporter | stgatilov | Assigned To | duzenko | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
OS | Win | ||||
Product Version | TDM 2.06 | ||||
Target Version | TDM 2.07 | Fixed in Version | TDM 2.07 | ||
Summary | 0004901: Betrayal: sky shows random images | ||||
Description | When you look at the sky at some points, you see some garbage images. | ||||
Steps To Reproduce | 1. Choose Betrayal FM. 2. Start new game. 3. Enter to console: setviewpos -2469.76 13.75 2660.25 10.0 85.5 0.0 4. Look around and see if sky is OK. P.S. If you use old TDM, pass only three numbers to setviewpos. | ||||
Additional Information | I have checked several versions: in TDM 2.05 this bugs is not present, the sky is OK. In TDM 2.06 and SVN the bug is present. Usually the mission's startscreen slightly bended by water effects is visible instead of the sky. | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
What you are seeing from this position is an illusion. The portal_sky texture is presenting the contents of a portsky blue room located: 11290.58, -7160.32, 691.39 : 35.76, -72.98, 0 In that room, the source texture for the water is: textures\water_source\cave_water_reflective_01 for some reason, the texture is using the scene the player is looking at rather than the scene from the portalsky blue room ( portalsky cam ). |
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The current nested-views implementation only allows mirrors from player's view. Do we want mirrors in subviews as well (in this case in the skybox portal view)? Note: this may cause a hall-of-mirrors effect, with potential freezes. |
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Yes, we would want mirror rendering in a portalsky room (as was the case before 2.06.) Mirrors within the Portalsky should only reflect visuals available to the portsky cam (eg. only geometry inside the portalsky room). To my knowledge mirror textures "shouldn't" be related to portalsky rendering at all (though they are architecturally similar). They should get their own render pass and viewdef. Now, if someone was foolish enough to place a portsky texture inside a portsky room... then that would be nesting and at risk for HOM effects (etc). In the case where a portalsky cam is looking at a portalsky texture we would want the game to render black (etc). |
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At revision: 7768 | |
Date Modified | Username | Field | Change |
---|---|---|---|
25.11.2018 17:09 | stgatilov | New Issue | |
25.11.2018 17:09 | stgatilov | Status | new => assigned |
25.11.2018 17:09 | stgatilov | Assigned To | => duzenko |
25.11.2018 17:09 | stgatilov | File Added: betrayal_skybroken.jpg | |
25.11.2018 17:09 | stgatilov | Steps to Reproduce Updated | |
25.11.2018 17:10 | stgatilov | File Added: darkmod.cfg | |
25.11.2018 17:10 | stgatilov | File Added: qconsole.log | |
26.11.2018 03:02 | nbohr1more | Note Added: 0010797 | |
26.11.2018 03:02 | nbohr1more | Note Edited: 0010797 | |
26.11.2018 16:36 | duzenko | Note Added: 0010799 | |
26.11.2018 16:36 | duzenko | Note Edited: 0010799 | |
26.11.2018 22:02 | nbohr1more | Note Added: 0010800 | |
26.11.2018 22:03 | nbohr1more | Note Edited: 0010800 | |
26.11.2018 22:03 | nbohr1more | Note Edited: 0010800 | |
27.11.2018 15:34 | duzenko | Note Added: 0010802 | |
27.11.2018 15:34 | duzenko | Status | assigned => resolved |
27.11.2018 15:34 | duzenko | Fixed in Version | => TDM 2.07 |
27.11.2018 15:34 | duzenko | Resolution | open => fixed |