View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005860 | The Dark Mod | Textures | public | 31.12.2021 13:58 | 11.01.2022 05:02 |
Reporter | Bikerdude | Assigned To | stgatilov | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | PC | OS | Windows | OS Version | 10 (21H1) |
Product Version | TDM 2.10 | ||||
Target Version | TDM 2.10 | Fixed in Version | TDM 2.10 | ||
Summary | 0005860: Texture broken by 2.10: lights/cloudscroll | ||||
Description | This light texture keeps disappearing in-game under 2.10, works as expected under 2.09 lights/cloudscroll { { forceHighQuality map lights/cloudscroll colored translate time * 0 , time * -0.05 } } | ||||
Steps To Reproduce | I have attached a basic test map. | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
This texture is used in quite a few existing maps, i.e. Down by the Riverside. | |
Don't know is this helps, but the texture does come back and then disappear again. Sorta in my mind like its on some giant rotator etc. | |
It was broken by 0005529, more specifically by disabling any lighting outside light volume for projected lights. | |
Here is what I see in RB_CreateSingleDrawInteractions: // now multiply the texgen by the light texture matrix if ( lightStage->texture.hasMatrix ) { RB_GetShaderTextureMatrix( lightRegs, &lightStage->texture, backEnd.lightTextureMatrix ); RB_BakeTextureMatrixIntoTexgen( reinterpret_cast<class idPlane *>(inter.lightProjection), backEnd.lightTextureMatrix ); } Basically, the matrix which defines the light volume is multiplied by the matrix defining texcoords adjustment, making it impossible to know where light frustum is in the shader. I'm afraid we have to pass the texcoords transformation separately. |
|
Fixed in svn rev 9780. Now light texture transformation matrix is not "baked" into light volume matrix, but instead passed separately. As the result, now we force to zero light value for all fragments outside light volume (instead of those who have texcoords outside [0..1]). As a side benefit, now volumetric lights take light texture transformation into account. |
|
Thanks for sorting this fella :-) | |
Date Modified | Username | Field | Change |
---|---|---|---|
31.12.2021 13:58 | Bikerdude | New Issue | |
31.12.2021 13:58 | Bikerdude | File Added: broken_cloudscroll.mp4 | |
31.12.2021 16:34 | Bikerdude | Description Updated | |
31.12.2021 16:34 | Bikerdude | Steps to Reproduce Updated | |
31.12.2021 16:35 | Bikerdude | Note Added: 0014622 | |
31.12.2021 16:35 | Bikerdude | File Added: cave.map | |
31.12.2021 16:39 | Bikerdude | Product Version | TDM 2.09 => SVN |
02.01.2022 09:57 | Dragofer | Target Version | => TDM 2.10 |
02.01.2022 09:57 | Dragofer | Summary | Broken texture - lights/cloudscroll => Texture broken by 2.10: lights/cloudscroll |
02.01.2022 09:58 | Dragofer | Note Added: 0014628 | |
02.01.2022 11:46 | Bikerdude | Note Added: 0014631 | |
04.01.2022 07:01 | stgatilov | Note Added: 0014642 | |
04.01.2022 07:01 | stgatilov | Relationship added | related to 0005529 |
04.01.2022 07:08 | stgatilov | Note Added: 0014643 | |
06.01.2022 06:00 | stgatilov | Note Added: 0014645 | |
06.01.2022 06:00 | stgatilov | Product Version | SVN => TDM 2.10 |
06.01.2022 06:00 | stgatilov | Assigned To | => stgatilov |
06.01.2022 06:00 | stgatilov | Status | new => resolved |
06.01.2022 06:00 | stgatilov | Resolution | open => fixed |
06.01.2022 06:00 | stgatilov | Fixed in Version | => TDM 2.10 |
06.01.2022 10:47 | Bikerdude | Note Added: 0014646 | |
11.01.2022 05:02 | stgatilov | Relationship added | related to 0005876 |