Jump to content
The Dark Mod Forums

revelator

Development Role
  • Posts

    1174
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by revelator

  1. Missed one missing codepiece in tr_render.cpp, all missing FBO shadow code should be back now.
  2. Reverted every bit of code i changed locally to see if it was caused by something on my end but it still does it ...blimey. So i tried pulling in the last built executable from server and with that one the problem is the reverse ?!? underwater works but every surface above water has no textures So im going to try a few other maps to see if this is caused by changes in the shaders. Atm i have tried crystal grave and crucible of omens and both have the underwater bug.
  3. Anyone else having problems with underwater surfs after last batch of updates ?, for me underwater surfs go pitch black so maps where you have to take a dive like crystal grave are impossible to complete because you cannot see a thing :S
  4. BFG portalculling causes the whole map to go black, only sky is visible yikes Is this something you want to continue work on or would it be ok to remove it ?. The lightdepthbounds code might work without the culling code from BFG, as far as i remember it was added later by robert beckebans to optimize shadowmaps.
  5. Btw scratch lightdepthbounds as the cause of shadow cracks in some models, it is not even enabled by default, only if r_useBfgPortalCulling is set. After reverting duzenkos code i have a feeling things will work right again, cause there was a good deal more code than the snippet he found that had been changed or removed
  6. Could anyone test and see if everything works as it should now ? before i revert the lightdepthbounds added to the GLSL stencil shadow code permanently.
  7. Ok reverted duzenkos code, though im at a loss as to how it was changed in the first place, i think i would remember changing it in the first place or else im coding in my sleep Gremlins ?
  8. I would not be adverse to using ue4 if this was a New projekt either. Or Even bfg for that matter, but since it is not we might end up loosing more than we gain.
  9. Will do, not sure what happened causing that codeoiece to get deleted, visual studie crashed at one point though while i was working on it i remember, cause i had to redo som changes afterwards, but it shouldnt have deleted allready existing code i Hope.
  10. Yeah moving to another engine would be a massive undertaking, and we could pretty much Kiss Any advances we made in idtech4 goodbye. Just My two cents.
  11. Im home again tomorrow, should i revert adding lightdepthbounds to the glsl stencil code?, or did the accidentally deleted codeoiece duzenko mentioned maybe cause this.
  12. Did I comment it elsewhere also? ? If i did it must have slippe My mind.
  13. Duzenko, was that codepiece added rently? It might have gotten deleted by mistanke if My changes where uploaded just as the commit went in. It was certainly not something i intended to delte from code, not sure what happened there. Using 0 is fine in most case, i believe i Even left in a comment about that in the copyrender code, im sorry if it sounded like it was an error, the comment was in regards to a previous comment in that particular place, and was ment to only correct a misconception there. The reason i changed to nullptr was that certain recently added code was allready using it instead of plain NULL, so it was just to keep things a bit more consistant.
  14. Might be caused by me adding lightdepthbounds to glsl stencil shadow code, it looked as if it was missing there and I also asked if it was intentional. It is easy to revert it so ill do that when i get home.
  15. Formatting was an error, it was set from one of My own projekts but I forgot to turn it off. Thats fixed for future changes now though. In case you want to see My changes just search for revelator, i commented All of Them.
  16. Dooh seems i forgot the ! before height fixed now.
  17. Heh somehow my answer ended up being posted before the forum decided that you had posted your's.
  18. Ah yeah, i was wondering about that, but the mappers might probably dissagree if we move it to a place where they do not have access in case they want it for some special effect ?. Well looks like we need to live with this sort of hacking about then, it's not overly intrusive now so ill leave a comment about it so that further changes to postprocessing code also warns about the posibility of breakage in other parts of the chain. I also added r_showportals to the check and made a small utility function to turn off postprocessing in case we use the render tools. /* ============= RB_CheckTools Check for any rendertool and mark it because it might potentially break with post processing. ============= */ static bool RB_CheckTools( int width, int height ) { // this has actually happened if ( !width || height ) { return true; } // nbohr1more add checks for render tools // revelator: added some more if ( r_showLightCount.GetBool() || r_showShadows.GetBool() || r_showVertexColor.GetBool() || r_showShadowCount.GetBool() || r_showTris.GetBool() || r_showPortals.GetBool() || r_showTexturePolarity.GetBool() || r_showTangentSpace.GetBool() || r_showDepth.GetBool() ) { return true; } return false; } which is then called in the bloom code like this // revelator: added small function to take care of nono's if ( RB_CheckTools( w, h ) ) { return; } atm its a static function but it could be made global in case that is ever needed.
  19. Btw. i moved the postprocessing code into tr_backend.cpp since it was only called from there. Unless you plan on using it outside the backend commands i could remove the typedefs for it completely and save us some space, but i wanted to hear your plans first.
  20. No problem m8, i should have expected that this was what caused it since most postprocessing adds another layer to the renderer.
  21. All changes upped, it should be in the next build.
  22. Added the code above and it fixed it completely nice find judith.
  23. I suspect its the depthtest from the bloom code that interferes badly with the showtris code. But we dont need bloom or other fancies when using those tools, so turning these parts off should fix a good deal of the problems.
  24. if ( !w || !h // this has actually happened // nbohr1more add checks for render tools || r_showLightCount.GetBool() || r_showShadows.GetBool() || r_showVertexColor.GetBool() || r_showShadowCount.GetBool() || r_showTris.GetBool() // revelator: need this one as well, screws up showtris as pointed out by judith. || r_showTexturePolarity.GetBool() || r_showTangentSpace.GetBool() || r_showDepth.GetBool() ) { return; } Ok now were cooking with gas
  25. Great might be a conflict in the post process code screwing up then. The reason i was apprehensive about why showportals also seems to fix this is that it uses a totally different rendering chain (intermediate vs VBO), so it should actually cause more problems not less.
×
×
  • Create New...