View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005670 | The Dark Mod | Graphics | public | 15.07.2021 09:48 | 19.05.2024 08:11 |
Reporter | duzenko | Assigned To | |||
Priority | low | Severity | minor | Reproducibility | sometimes |
Status | confirmed | Resolution | open | ||
Platform | PC | OS | Windows | OS Version | 10 |
Product Version | SVN | ||||
Target Version | TDM 2.13 | ||||
Summary | 0005670: Overbright pixels | ||||
Description | It seems that the ambient interaction shader overbrights pixels sometimes | ||||
Steps To Reproduce | Start NHAT - politics Go to the water station Observe pixels along the handrails tops | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
This a basic core mod issue that you only see with func_static's. The workaround is to export them as models (.lwo/.ase) etc. | |
I had this mostly fixed in one of my shader mods by multiplying the vertexColor and lightColor and using the result as a min value so no pixel was ever brighter than that result. Unfortunately, lightColor is now controlled in a different shader than vertexColor so that approach cannot work here unless someone grants access to lightColor in tdm_interaction.glsl |
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Hmm... changing the end of interaction.ambient.fs.glsl to this: float lcolmax = max(lightColor.r , max(lightColor.g , lightColor.b)) ; float diffusemax = max(params[var_DrawId].diffuseColor.r, max(params[var_DrawId].diffuseColor.g, params[var_DrawId].diffuseColor.b)); FragColor = min((vec4(lightColor * ssao * interactionColor.rgb, interactionColor.a)), ( lcolmax * diffusemax )); Significantly reduces occurrences of this artifact. Not so much in NHAT but in the hills of the animated grass map the sparklies are basically invisible Too may additional instructions ? |
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I looked at the issue at "3474.72 -6912.92 -2218.91 34.5 44.6 0.0". I believe these bright lines are due to dmap precision problems: some vertexes get displaced slightly, causing surface to overlap itself. Perfectly self-overlapping surface gets lit twice of course. |
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Perilous Refuge shows it even on wall corners GVP 91.41 -313.13 205.26 -5.2 157.9 -0.0 |
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Date Modified | Username | Field | Change |
---|---|---|---|
15.07.2021 09:48 | duzenko | New Issue | |
15.07.2021 09:48 | duzenko | Status | new => assigned |
15.07.2021 09:48 | duzenko | Assigned To | => cabalistic |
15.07.2021 09:48 | duzenko | File Added: image.png | |
15.07.2021 09:48 | duzenko | File Added: image-2.png | |
16.07.2021 08:34 | Bikerdude | Note Added: 0014161 | |
05.10.2021 11:03 | nbohr1more | Target Version | TDM 2.10 => TDM 2.11 |
15.11.2022 03:06 | nbohr1more | Note Added: 0015424 | |
15.11.2022 03:06 | nbohr1more | Note Edited: 0015424 | |
15.11.2022 03:07 | nbohr1more | Target Version | TDM 2.11 => TDM 2.12 |
15.11.2022 03:44 | nbohr1more | Note Added: 0015425 | |
05.12.2023 01:12 | nbohr1more | Target Version | TDM 2.12 => TDM 2.13 |
17.12.2023 10:39 | stgatilov | Note Added: 0016244 | |
17.12.2023 10:40 | stgatilov | Assigned To | cabalistic => |
17.12.2023 10:40 | stgatilov | Status | assigned => confirmed |
19.05.2024 08:11 | duzenko | Note Added: 0016700 | |
19.05.2024 08:11 | duzenko | File Added: Untitled.jpg |