View Issue Details

IDProjectCategoryView StatusLast Update
0004901The Dark ModGraphicspublic27.11.2018 15:34
Reporterstgatilov Assigned Toduzenko  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
OSWin 
Product VersionTDM 2.06 
Target VersionTDM 2.07Fixed in VersionTDM 2.07 
Summary0004901: Betrayal: sky shows random images
DescriptionWhen you look at the sky at some points, you see some garbage images.
Steps To Reproduce1. 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 InformationI 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.
TagsNo tags attached.
Attached Files
betrayal_skybroken.jpg (273,361 bytes)
darkmod.cfg (12,472 bytes)
qconsole.log (19,539 bytes)

Activities

nbohr1more

nbohr1more

26.11.2018 03:02

developer   ~0010797

Last edited: 26.11.2018 03:02

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 ).

duzenko

duzenko

26.11.2018 16:36

developer   ~0010799

Last edited: 26.11.2018 16:36

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.

nbohr1more

nbohr1more

26.11.2018 22:02

developer   ~0010800

Last edited: 26.11.2018 22:03

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).

duzenko

duzenko

27.11.2018 15:34

developer   ~0010802

At revision: 7768

Issue History

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