View Issue Details

IDProjectCategoryView StatusLast Update
0006321The Dark ModTexturespublic01.01.2024 11:52
ReporterBikerdude Assigned Tostgatilov  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
PlatformPCOSWindowsOS Version10 (21H2)
Product VersionTDM 2.12 
Target VersionTDM 2.12Fixed in VersionTDM 2.12 
Summary0006321: Weird textures issue w/SVN (TDM 2.12)
DescriptionIn Written in stone, there is a weird issue with some somple patches showing up as black in-game that was not present in 2.11
TagsNo tags attached.
Attached Files
wis_211.jpg (568,420 bytes)
wis_212.jpg (685,676 bytes)

Relationships

related to 0005241 confirmedstgatilov Stencil shadows not compataible with see-through textures: 
related to 0006357 new Volumetric light shadows broken in Written In Stone Memorial: 
related to 0005172 resolvedstgatilov Improve interaction culling: case when player-visible object is not visible from light 

Activities

stgatilov

stgatilov

23.12.2023 18:11

administrator   ~0016270

What about coordinates?
Daft Mugi

Daft Mugi

23.12.2023 18:36

developer   ~0016272

3344.47 832.73 72.02 -4.0 -96.1 0.0
stgatilov

stgatilov

23.12.2023 19:06

administrator   ~0016273

As far as I see this issue happens from combination of r_useLightPortalFlow 2 and r_useLightPortalFlowCulling 1.
The entities are black because they are not lit --- because some culling says they are not lit by the light.
I hope there is some rarely happening bug in the code...
stgatilov

stgatilov

24.12.2023 09:00

administrator   ~0016282

The problem is caused by the fact that light origin is outside light volume.
This case causes all the same issues that a parallel light causes (e.g. see here: https://forums.thedarkmod.com/index.php?/topic/22149-parallel-lights-usage/&do=findComment&comment=486608).
In particular, the new frontend optimizations break it.

It's necessary to decide whether we try to handle such lights differently, or simply disable the optimization for them.
Bikerdude

Bikerdude

29.12.2023 11:15

reporter   ~0016289

@stgatilov, I got around the issue by combining other FS that was being lit (so all the window frames used in the church ruins).
stgatilov

stgatilov

01.01.2024 11:51

administrator   ~0016309

The issue is fixed:
  r10608 Use Doom 3 style light frustum for all light culling, never use BFG-style frustum.
  r10607 Avoid using light portal flow for some "ill-behaved" lights.

Issue History

Date Modified Username Field Change
23.09.2023 09:35 Bikerdude New Issue
23.09.2023 09:35 Bikerdude File Added: wis_211.jpg
23.09.2023 09:35 Bikerdude File Added: wis_212.jpg
23.09.2023 09:35 Bikerdude Relationship added related to 0005241
23.12.2023 11:29 Bikerdude Relationship added related to 0006357
23.12.2023 18:11 stgatilov Note Added: 0016270
23.12.2023 18:36 Daft Mugi Note Added: 0016272
23.12.2023 19:06 stgatilov Note Added: 0016273
23.12.2023 19:11 stgatilov Product Version => TDM 2.12
23.12.2023 19:11 stgatilov Target Version => TDM 2.12
23.12.2023 19:11 stgatilov Assigned To => stgatilov
23.12.2023 19:11 stgatilov Status new => assigned
24.12.2023 09:00 stgatilov Note Added: 0016282
24.12.2023 10:11 stgatilov Relationship added related to 0005172
29.12.2023 11:15 Bikerdude Note Added: 0016289
01.01.2024 11:51 stgatilov Note Added: 0016309
01.01.2024 11:52 stgatilov Status assigned => resolved
01.01.2024 11:52 stgatilov Resolution open => fixed
01.01.2024 11:52 stgatilov Fixed in Version => TDM 2.12