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Texture misbehavior in SVN


grayman

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This just started today with my update of SVN to 15737/8388 followed by a rebuild.

Some textures (not limited to the door texture shown) are painted black in-game. (Working fine prior to the latest update.)

 

lib1.jpg.d3fbe739c94666bfc1b3c6a58b80d44f.jpg

For textures on frobable items, normal highlighting appears when the item is frobbed. For textures on non-frobable items, the texture remains black regardless of distance from the object.

lib2.jpg.9d4bfa2e6bc59efa9b0c73443dfc4e0d.jpg

Backing away to turn off highlighting paints the texture normally.

 

lib3.jpg.c70fd1c3d0fb2e1ed63a92c856ddc401.jpg

Anyone else seeing this?

 

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  • 3 weeks later...

I'm noting other problems which I'll post issues for once we're up and running again.

One of those is related to this one: textures for some non-frobable objects (worldspawn and func_statics) aren't being painted. The same textures will be missing through several dmaps, then suddenly they appear again, and different textures go away. It's as if a) the texture can't be found (though other surfaces with the same texture are fine) or b) the surface is behaving as if no light--not even ambient--is touching it, so it's painted black.

In favor of the "texture not being found" thought is that on one load the loading screen was black, as if it couldn't be found.

There are no missing texture warnings.

Will file an issue with examples when we're back online. 

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I just tried the Training Mission, and in the hallway just behind the "Jumping and Climbing" door, I get this:

training_mission.jpg.0eccb98dd2ccf2461d8ceeaad031fe88.jpg

 

In the 2.07 hotfix release, I get this:

 

training_mission207.jpg.86ee6e319ed1a014179f083948288253.jpg

 

I didn't go looking for unpainted doors, like in the OP, since I'm assuming it's the same problem.

 

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  • 2 weeks later...

Sorry for the delay

This is how svn looks to me (nVidia card)

May I ask for your darkmod.cfg?

@all

Anyone else can repeat this bug?

Untitled.jpg

Quote

baseLightProject invert failed

Don't see this in Training Mission as well. Are you on Debug/Release 32/64 Windows/Linux?

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Release 64 Windows.

 

seta r_legacyTangents "1"
seta gui_mediumFontLimit "0.3"
seta gui_smallFontLimit "0.15"
seta radiant_entityMode "0"
seta net_socksPassword ""
seta net_socksUsername ""
seta net_socksPort "1080"
seta net_socksServer ""
seta net_socksEnabled "0"
seta win_maximized "0"
seta win_ypos "0"
seta win_xpos "0"
seta sys_lang "english"
seta s_decompressionLimit "6"
seta s_useEAXReverb "0"
seta s_numberOfSpeakers "2"
seta s_doorDistanceAdd "450"
seta s_globalFraction "0.8"
seta s_subFraction "0.75"
seta s_playDefaultSound "1"
seta s_volume_dB "-9.523809"
seta s_meterTopTime "2000"
seta s_reverse "0"
seta s_spatializationDecay "2"
seta s_maxSoundsPerShader "0"
seta s_device "default"
seta s_diffractionMax "10"
seta r_useFenceSync "1"
seta r_useBaseVertex "1"
seta r_frameIndexMemory "16384"
seta r_frameVertexMemory "16384"
seta r_useParallelAddModels "0"
seta r_maxShadowMapLight "1000"
seta r_postprocess_bloomKernelSize "2"
seta r_postprocess_bloomIntensity "2"
seta r_postprocess "0"
seta r_cinematic_legacyRoq "0"
seta r_fboSeparateStencil "0"
seta r_shadowMapSize "1024"
seta r_fboSharedDepth "0"
seta r_fboDepthBits "24"
seta r_fboSRGB "0"
seta r_fboColorBits "32"
seta r_nVidiaOverride "1"
seta r_newFrob "0"
seta r_glCoreProfile "0"
seta r_uniformTransforms "0"
seta r_useGLSL "1"
seta r_useAnonreclaimer "0"
seta r_screenshot_format "tga"
seta r_debugArrowStep "120"
seta r_debugLineWidth "1"
seta r_debugLineDepthTest "0"
seta com_smp "0"
seta r_forceLoadImages "0"
seta r_lightSourceRadius "0"
seta r_testARBProgram "1"
seta r_shadows "1"
seta r_shadowPolygonFactor "0"
seta r_shadowPolygonOffset "-1"
seta r_offsetunits "-0.1"
seta r_offsetfactor "-2"
seta r_clear "2"
seta r_useSoftParticles "1"
seta r_skipDepthCapture "0"
seta r_skipBump "0"
seta r_skipSpecular "0"
seta r_ambientGamma "1"
seta r_ambientMinLevel "0"
seta r_brightness "1.02381"
seta r_gamma "1.285714"
seta r_swapInterval "1"
seta r_softShadowsRadius "1.607143"
seta r_softShadowsQuality "0"
seta r_customHeight "800"
seta r_customWidth "1280"
seta r_fullscreen "0"
seta r_multiSamples "4"
seta r_glDebugContext "0"
seta r_glDebugOutput "0"
seta image_blockChecksum "0"
seta image_downSizeLimit "256"
seta image_ignoreHighQuality "0"
seta image_downSizeBumpLimit "128"
seta image_downSizeSpecularLimit "64"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_usePrecompressedTextures "1"
seta image_useNormalCompression "1"
seta image_useAllFormats "1"
seta image_useCompression "1"
seta image_preload "1"
seta image_roundDown "1"
seta image_forceDownSize "0"
seta image_downSize "0"
seta image_lodbias "0"
seta image_anisotropy "8"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta r_debugGLSL "0"
seta r_fboResolution "1"
seta r_shadowMapSinglePass "0"
seta r_useMultiDraw "1"
seta r_shadowMapCullFront "0"
seta r_cinematic_checkImmediately "0"
seta r_cinematic_log_flush "0"
seta r_cinematic_log_ffmpeg "0"
seta r_cinematic_log "0"
seta r_usePersistentMapping "1"
seta net_serverDlTable ""
seta net_serverDlBaseURL ""
seta net_serverDownload "0"
seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"
seta g_mapCycle "mapcycle"
seta g_voteFlags "0"
seta g_gameReviewPause "10"
seta g_countDown "10"
seta g_password ""
seta g_rotoscope "0"
seta g_testModelHeadJoint "Spine2"
seta g_testModelHead "atdm:ai_head_citywatch"
seta g_skipViewEffects "0"
seta g_fov "90"
seta g_showBrass "1"
seta g_showProjectilePct "0"
seta g_showHud "1"
seta g_showPlayerShadow "0"
seta pm_air_regainingSpeed "4"
seta pm_air "1800"
seta pm_modelView "0"
seta pm_thirdPersonDeath "0"
seta pm_thirdPerson "0"
seta pm_thirdPersonClip "1"
seta pm_thirdPersonAngle "0"
seta pm_thirdPersonHeight "0"
seta pm_thirdPersonRange "80"
seta pm_bobroll "0.0015"
seta pm_bobpitch "0.001"
seta pm_bobup "0.03"
seta pm_runroll "0.003"
seta pm_runpitch "0.001"
seta pm_runbob "0.35"
seta pm_walkbob "0.3"
seta pm_crouchbob "0.2"
seta pm_bboxwidth "32"
seta pm_crouchrate "0.87"
seta pm_deadviewheight "10"
seta pm_deadheight "20"
seta pm_normalviewheight "68"
seta pm_normalheight "74"
seta pm_crouchviewheight "34"
seta pm_crouchheight "38"
seta pm_maxviewpitch "89"
seta pm_minviewpitch "-89"
seta pm_noclipspeed "200"
seta pm_walkspeed "70"
seta pm_stepsize "16"
seta pm_jumpheight "48"
seta g_enablePortalSky "2"
seta g_showcamerainfo "0"
seta g_damageScale "1"
seta g_decals "1"
seta g_doubleVision "1"
seta g_bloodEffects "1"
seta g_projectileLights "1"
seta g_muzzleFlash "1"
seta gui_CenterY "0.5"
seta gui_CenterX "0.5"
seta gui_Height "1.0"
seta gui_Width "1.0"
seta r_fovRatio "0"
seta r_aspectRatio "2"
seta ui_showGun "1"
seta ui_autoSwitch "1"
seta ui_team "Red"
seta ui_skin "skins/characters/player/marine_mp"
seta ui_name "Player"
seta si_serverURL ""
seta si_spectators "1"
seta si_usePass "0"
seta si_warmup "0"
seta si_teamDamage "0"
seta si_timeLimit "10"
seta si_maxPlayers "4"
seta si_map "game/mp/d3dm1"
seta si_gameType "singleplayer"
seta si_name "DOOM Server"
seta tdm_lod_bias "3.0"
seta tdm_voice_from_off_volume "-2.222222"
seta tdm_voice_player_volume "0"
seta tdm_music_volume "-17.142857"
seta tdm_ambient_method "0"
seta tdm_door_auto_open_on_unlock "1"
seta tdm_bow_aimer "0"
seta tdm_lp_debug_hud "0"
seta tdm_lp_pawlow "0"
seta tdm_lp_randomize "1"
seta tdm_lp_auto_pick "0"
seta tdm_lp_autopick_attempts "3"
seta tdm_lp_pick_timeout "500"
seta tdm_lp_sample_delay "10"
seta tdm_lp_base_count "5"
seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"
seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"
seta tdm_lg_weak "0"
seta tdm_lg_interleave_min "40"
seta tdm_lg_interleave "1"
seta pm_rope_snd_rep_dist "32"
seta pm_min_stepsound_interval "200"
seta pm_stepvol_crouch_creep "-7"
seta pm_stepvol_crouch_run "4"
seta pm_stepvol_crouch_walk "-2"
seta pm_stepvol_creep "-5"
seta pm_stepvol_run "8"
seta pm_stepvol_walk "0"
seta tdm_underwater_blur "3"
seta tdm_rope_pull_force_factor "140"
seta gui_objectiveTextSize "1"
seta gui_barSize "1.0"
seta gui_lightgemSize "1.0"
seta gui_bigTextSize "1.0"
seta gui_smallTextSize "1.0"
seta gui_iconSize "1.0"
seta tdm_inv_use_visual_feedback "1"
seta tdm_door_control "0"
seta tdm_inv_use_on_frob "1"
seta tdm_inv_loot_sound "frob_loot"
seta tdm_inv_hud_pickupmessages "1"
seta tdm_hud_hide_lightgem "0"
seta tdm_hud_opacity "0.7"
seta tdm_invgrid_hud_file "guis/tdm_invgrid_parchment.gui"
seta tdm_grabber_reverse_control "0"
seta tdm_bounce_sound_min_vel "80"
seta tdm_bounce_sound_max_vel "400"
seta tdm_throw_max_vel "900"
seta tdm_throw_time "1200"
seta tdm_throw_max "3500"
seta tdm_throw_min "600"
seta tdm_phys_show_momentum "0"
seta tdm_ai_hearing_hardcore "1.5"
seta tdm_ai_hearing_challenging "1.0"
seta tdm_ai_hearing_forgiving "0.6"
seta tdm_ai_hearing_nearly_deaf "0.2"
seta tdm_ai_hearing "0"
seta tdm_ai_vision_hardcore "1.005"
seta tdm_ai_vision_challenging "0.804"
seta tdm_ai_vision_forgiving "0.402"
seta tdm_ai_vision_nearly_blind "0.134"
seta tdm_ai_vision "0"
seta tdm_melee_difficulty "normal"
seta tdm_melee_max_particles "10"
seta tdm_melee_forbid_auto_parry "0"
seta tdm_melee_auto_parry "0"
seta tdm_melee_invert_parry "0"
seta tdm_melee_invert_attack "0"
seta tdm_melee_mouse_thresh_ "0"
seta tdm_dragged_item_highlight "1"
seta tdm_drag_encumber_max "0.4"
seta tdm_drag_encumber_maxmass "55"
seta tdm_drag_encumber_minmass "10"
seta tdm_drag_jump_masslimit "20"
seta tdm_drag_af_free "0"
seta tdm_drag_af_ground_timer "800"
seta tdm_drag_damping_af "0.4"
seta tdm_drag_damping "0.0"
seta tdm_drag_stuck_dist "38.0"
seta tdm_drag_force_max "100000"
seta tdm_drag_limit_force "1"
seta tdm_collision_damage_scale_horiz "0.5"
seta tdm_collision_damage_scale_vert "1"
seta tdm_frobhelper_ignore_size "40.0"
seta tdm_frobhelper_fadeout_duration "500"
seta tdm_frobhelper_fadein_duration "1500"
seta tdm_frobhelper_fadein_delay "500"
seta tdm_frobhelper_alpha "1.0"
seta tdm_frobhelper_alwaysVisible "0"
seta tdm_frobhelper_active "0"
seta tdm_frob_fadetime "100"
seta tdm_frob_width "10.0"
seta tdm_frob_distance_default "63"
seta pm_lean_toggle "0"
seta pm_lean_door_bounds_exp "8.0"
seta pm_lean_door_max "40"
seta pm_lean_door_increments "10"
seta pm_lean_to_valid_increments "25"
seta pm_lean_forward_stretch "15"
seta pm_lean_forward_height "0.4"
seta pm_lean_forward_time "400.0"
seta pm_lean_forward_angle "2"
seta pm_lean_stretch "2"
seta pm_lean_height "0.4"
seta pm_lean_time "400.0"
seta pm_lean_angle "15.0"
seta pm_shoulderDrop_angleIncrement "22.5"
seta pm_shoulderDrop_maxAngle "91.0"
seta pm_shoulderAnim_delay_msecs "0.0"
seta pm_shoulderAnim_dip_dist "5.0"
seta pm_shoulderAnim_rockDist "3.0"
seta pm_shoulderAnim_dip_duration "0.5"
seta pm_shoulderAnim_msecs "700.0"
seta tdm_reattach_delay "100"
seta tdm_crouch_toggle_hold_time "400"
seta tdm_toggle_crouch "1"
seta tdm_footfall_sounds_movetype_specific "1"
seta pm_ladderSlide_speedLimit "400.0"
seta pm_mantle_cancel_speed "150.0"
seta pm_mantle_pullFast_msecs "450"
seta pm_mantle_maxLowObstacleHeight "36.0"
seta pm_mantle_minflatness "0.707"
seta pm_mantle_height "0.2"
seta pm_mantle_reach "0.5"
seta pm_weightmod "1"
seta pm_softhinderance_run "1.0"
seta pm_softhinderance_walk "0.5"
seta pm_softhinderance_creep "0.2"
seta pm_softhinderance_active "1"
seta pm_push_max_mass "200"
seta pm_push_heavy_threshold "0.15"
seta pm_push_accel_time "1000"
seta pm_push_start_delay "1000"
seta pm_push_maximpulse "300"
seta pm_pushmod "0.15"
seta pm_swimspeed_frequency "0.8"
seta pm_swimspeed_variation "0.6"
seta pm_max_swimspeed_mod "1.4"
seta pm_crouchmod "0.54"
seta pm_creepmod "0.44"
seta pm_runmod "2.12"
seta tdm_savegame_compress "1"
seta tdm_force_savegame_load "1"
seta tdm_mainmenu_confirmquit "0"
seta tdm_debug_aastype "aas32"
seta tdm_allow_http_access "1"
seta tdm_proxy_pass ""
seta tdm_proxy_user ""
seta tdm_proxy ""
seta tdm_fm_restart_delay "0"
seta tdm_default_relations_def "atdm:team_relations_default"
seta tdm_show_trainer_messages "1"
seta tdm_menu_music "0"
seta tdm_wideScreenMode "1"
seta tdm_ai_show_aasfuncobstacle_state "0"
seta tdm_show_health "0"
seta tdm_ai_debug_greetings "0"
seta tdm_ai_debug_transition_barks "0"
seta tdm_ai_opt_nolipsync "0"
seta tdm_ai_opt_update_enemypos_interleave "48"
seta tdm_ai_opt_interleavethinkframes "0"
seta tdm_ai_opt_interleavethinkskipPVS "0"
seta tdm_ai_opt_interleavethinkmaxdist "0"
seta tdm_ai_opt_interleavethinkmindist "0"
seta tdm_ai_search_type "4"
seta tdm_ai_visdist_show "0.0"
seta tdm_ai_search_show "0.0"
seta tdm_showko "0"
seta tdm_showsprop_radius "0"
seta tdm_showsprop "0"
seta tdm_spr_debug "0"
seta tdm_sndprop_disable "0"
seta tdm_ai_acuity_L5 "1.5"
seta tdm_ai_acuity_L4 "1.3"
seta tdm_ai_acuity_L3 "1.1"
seta tdm_ai_show_conversationstate "0"
seta tdm_ai_show_enemy_visibility "0"
seta tdm_ai_sight_scale "1000.0"
seta tdm_ai_sight_thresh "1.0"
seta tdm_ai_showelevator "0"
seta tdm_ai_showdoor "0"
seta tdm_ai_debug_blocked "0"
seta tdm_ai_showAASarea "0"
seta tdm_ai_showgoalpos "0"
seta tdm_ai_showdest "0"
seta tdm_ai_showalert "1"
seta tdm_ai_showtasks "0"
seta tdm_ai_showanimstate "0"
seta tdm_ai_showko "0"
seta tdm_ai_showfov "0"
seta tdm_ai_debug "0"
seta tdm_ai_bumpobject_impulse "250"
seta tdm_ai_tact "20.0"
seta tdm_ai_sight_combat_cutoff "20.0"
seta tdm_ai_sightmin "15.0"
seta tdm_ai_sightmax "40.0"
seta tdm_ai_sight_mag "1.0"
seta tdm_ai_sight_prob "0.7"
seta tdm_ai_showname "1"
seta tdm_ai_showbark "0"
seta tdm_ai_sndvol "0.0"
seta tdm_player_wait_until_ready "1"
seta com_automation_port "3879"
seta m_strafeSmooth "4"
seta m_smooth "1"
seta m_strafeScale "6.25"
seta m_yaw "0.022"
seta m_pitch "0.022"
seta sensitivityMenuOverride "0"
seta sensitivityMenu "1.0"
seta sensitivity "5"
seta in_toggleZoom "0"
seta in_toggleCrouch "0"
seta in_toggleRun "0"
seta in_alwaysRun "0"
seta in_freeLook "1"
seta in_anglespeedkey "1.5"
seta in_pitchspeed "140"
seta in_yawspeed "140"
seta gui_configServerRate "0"
seta com_maxFPS "166"
seta com_savegame_preview_format "jpg"
seta com_numQuickSaves "2"
seta com_guid ""
seta com_fixedTic "0"
seta com_preloadDemos "0"
seta com_compressDemos "1"
seta com_product_lang_ext "1"
seta logFile "0"
seta com_showFPSavg "4"
seta com_showFPS "1"
seta com_purgeAll "0"

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The file is not RO.

 

I renamed Darkmod.cfg to something else, started TDM, and immediately quit the game w/o manually changing any of the menu settings.

This created a new Darkmod.cfg.

I diff'ed the two files and the order is exactly the same. The only difference is--of course--in the settings of many of the cvars, because that's what config files are for, plus my version had one extra line:

seta r_skipDynamicShadows "0"

 

So I don't know why your version is archiving things in a different order.

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I started the training mission with the TDM-built Darkmod.cfg file (not the one I've been using).

The hallway I pointed out above where the missing textures occurred is now painted correctly.

However, as I noclip through the mission, I see other areas where textures are missing. I won't give examples, because different things go missing for different runs. Something that works in one run might be missing in the next, and vice versa.

So I suggest you try noclipping around to see if you can spot any missing textures.

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I updated SVN to see if I could confirm the problem, but when I try running the game all I see is a black screen.  I can hear the music and the sounds of the options, but can't see anything, even when trying to pull down the console.

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50 minutes ago, Springheel said:

I updated SVN to see if I could confirm the problem, but when I try running the game all I see is a black screen.  I can hear the music and the sounds of the options, but can't see anything, even when trying to pull down the console.

I just committed rebuilt Windows binaries to the latest SVN (repos 15738/8399), so you might try getting those and retrying.

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That fixed it.  I loaded up the Training Mission, noclipped around for a bit; I didn't notice any missing textures.  Didn't see any unusual console errors either.

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Interestingly, I don't see the problem where Grayman showed it in the training mission. But I see completely unlit pieces of walls behind "Keys and Lockpicks" and "Gamma and Brightness" doors.

UPDATE: Doing vid_restart fixes those problematic sections, but breaks different places: they become completely black so that even lantern does not help. This is accompanied with GL_INVALID_OPERATION error spamming in console. I guess vid_restart is broken for a long time already, so no surprise here.

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2 hours ago, stgatilov said:

I am seeing the same issue in New Job mission, at the very beginning.

Some sections of the floor are totally black, unless I enable a lantern (which lights them). Looks so weird, like if the world is partially disintegrated. Here is the video.

Attached config file and console.

Darkmod.cfg 12.47 kB · 0 downloads qconsole.log 23.44 kB · 0 downloads

I can repeat this BUT black is resolved by quick save\load, i.e. it's only black between map start and first load.

Also, I can see the quick save/load adds draw calls and tri count.

Is this what you see too?

If so, it's probably related to BFG-style area\portal culling changes.

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6 hours ago, duzenko said:

I can repeat this BUT black is resolved by quick save\load, i.e. it's only black between map start and first load.

Also, I can see the quick save/load adds draw calls and tri count.

Is this what you see too?

Yes, quickloading fixes the issue.

And with r_showPrimitives 1, I can see pretty much every counter going up after load: more draws, more tris, more VBOs, even image memory is increased.

Maybe some draw calls are lost, e.g. in frontend.

 

UPDATE: At this moment people usually bisect.

It should be possible, unless SVN was completely broken. This is yet another reason why developers should keep trunk working, including Linux build, Just imagine you have Linux build broken for 100+ revisions, and then realize that some of those revisions introduced a Linux-only bug, which you cannot bisect...

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And the blame goes to:

Revision: 8380
Author: duzenko
Date: 12 октября 2019 г. 2:04:12
Message:
More BFG frontend bits & pieces merged
----
Modified : /trunk/renderer/tr_backend.cpp
Modified : /trunk/renderer/tr_local.h
Modified : /trunk/renderer/Interaction.cpp
Modified : /trunk/renderer/Interaction.h
Modified : /trunk/renderer/tr_light.cpp
Modified : /trunk/renderer/tr_main.cpp

UPDATE: If on revision 8379 I remove the call to HasActive( shadowScissor ) in idInteraction::AddActiveInteraction and take shadowScissor as vLight->scissorRect instead, then I get this problem.

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2 hours ago, stgatilov said:

And the blame goes to:


Revision: 8380
Author: duzenko
Date: 12 октября 2019 г. 2:04:12
Message:
More BFG frontend bits & pieces merged
----
Modified : /trunk/renderer/tr_backend.cpp
Modified : /trunk/renderer/tr_local.h
Modified : /trunk/renderer/Interaction.cpp
Modified : /trunk/renderer/Interaction.h
Modified : /trunk/renderer/tr_light.cpp
Modified : /trunk/renderer/tr_main.cpp

UPDATE: If on revision 8379 I remove the call to HasActive( shadowScissor ) in idInteraction::AddActiveInteraction and take shadowScissor as vLight->scissorRect instead, then I get this problem.

Thank you

Let me check if I can come up with a simple fix for this (and understand how quick load fixes it)

...

Revision 8402 fixes the New Job for me.

Regret I'm still not sure how it's related to changes in 8380 or why quick load fixed it.

@nbohr1more, @stgatilov, @cabalistic any idea?

@grayman, while this should help with missing light interactions, your original missing particle must be something else (uniform transforms vs ARB shaders?)

 

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Regret I'm still not sure how it's related to changes in 8380 or why quick load fixed it.

I had a feeling that when AddActiveInteraction is called, the scissors of lights are not yet computed. I see something like 0 0 63 63 there, which is probably wrong. The interactions are added/cached at this moment, and when later light sources get correct scissor, the decision about interactions is already made and does not change. When you save/load, most of the stuff is completely destroyed and recreated, and some info (like scissors of lights) remains in memory. Note that before your change, the scissor was computed somehow inside HasActive and was correct. This is just a guess :unsure:

P.S. Please fix 5060 also, because right now all glass materials are broken.

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4 hours ago, stgatilov said:

I had a feeling that when AddActiveInteraction is called, the scissors of lights are not yet computed. I see something like 0 0 63 63 there, which is probably wrong. The interactions are added/cached at this moment, and when later light sources get correct scissor, the decision about interactions is already made and does not change. When you save/load, most of the stuff is completely destroyed and recreated, and some info (like scissors of lights) remains in memory. Note that before your change, the scissor was computed somehow inside HasActive and was correct. This is just a guess :unsure:

 

Mmm, the bug I fixed today seemed to have no relation to scissor ?

Quote

P.S. Please fix 5060 also, because right now all glass materials are broken.

What's your estimate on vertex color - is it more often per vertex or per draw call? I'd think per draw call as it's usually only used for smooth terrain transition.

Edited by duzenko
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