View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005044||The Dark Mod||Graphics||public||17.08.2019 16:42||26.07.2020 06:24|
|Product Version||TDM 2.07|
|Target Version||TDM 2.08||Fixed in Version||TDM 2.08|
|Summary||0005044: Adjusting specular RGB in material stages fails under enhanced interaction shader|
|Description||What I brought up previously here:|
According to http://forums.thedarkmod.com/index.php?/topic/11893-ungoliants-mapping-questions/page/14/&tab=comments#comment-333417 the enhanced interaction shader written to replace D3's broke the ability to write stages like
rgb 0.1 // only works under the simple shader
The GLSL shader has inherited this behaviour. If that were changed we could reuse textures more effectively (often TDM specular maps are just darker versions of the diffuse maps) and tweak materials more easily.
Currently the enhanced shader actually takes RGB scaling from the diffuse stage, so if a material has e.g. "rgb 0.1" in the diffuse stage it affects diffuse *and* specular colour under the enhanced shader. (Changing this behaviour could therefore affect the look of some existing materials under the enhanced shader, but it would resolve inconsistency between shader settings, giving material authors better control.)
|Additional Information||In D3 rgb fading was even used to transition between diffuse and specular maps, as seen here:|
// blended part
map addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
// note that you do NOT put vertexColor on the bumpmap
// inverse blended part
map addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 8 ) )
|Tags||No tags attached.|
Implemented in svn rev 8489 under cvar: r_testSpecularFix
Also discussed in internal forums:
However, it is not clear what would happen to this.
This problem was ignored for so much time, than now people are too afraid of such a global change to the visual appearance, and prefer to stick to the old behavior.
There is an issue with decals with colored specular.
Workaround applied for 2.08 in material def ( makeIntensity program keyword )
another specular decal fix
force specular to black and white for wet decal to avoid flicker artifacts
|No mapper or dev objections to the changes. Marking as resolved.|
Removed cvar for this in 8883.
Now it is always enabled and can't be disabled.
|17.08.2019 16:42||VanishedOne||New Issue|
|17.08.2019 16:42||VanishedOne||Relationship added||related to 0005043|
|17.08.2019 16:51||VanishedOne||Description Updated||View Revisions|
|18.08.2019 13:03||VanishedOne||Description Updated||View Revisions|
|18.08.2019 13:05||VanishedOne||Description Updated||View Revisions|
|18.08.2019 15:04||VanishedOne||Severity||feature => normal|
|04.01.2020 05:56||stgatilov||Note Added: 0012057|
|04.01.2020 05:56||stgatilov||Assigned To||=> stgatilov|
|04.01.2020 05:56||stgatilov||Status||new => assigned|
|09.03.2020 11:11||stgatilov||Product Version||=> TDM 2.07|
|09.03.2020 11:11||stgatilov||Target Version||=> TDM 2.08|
|20.05.2020 17:10||nbohr1more||Status||assigned => feedback|
|20.05.2020 22:52||nbohr1more||Note Added: 0012532|
|20.05.2020 22:54||nbohr1more||Note Added: 0012533|
|20.05.2020 23:05||nbohr1more||Note Added: 0012534|
|20.05.2020 23:11||nbohr1more||Status||feedback => resolved|
|20.05.2020 23:11||nbohr1more||Resolution||open => fixed|
|20.05.2020 23:11||nbohr1more||Fixed in Version||=> TDM 2.08|
|26.07.2020 06:24||stgatilov||Note Added: 0012675|