[1.0.29] Texture disappearance with brightmaps.pk3

Bugs that have been resolved.

Moderator: Graf Zahl

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Enjay
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Post by Enjay »

OK, maybe I misinterpreted what your picture was showing.

I thought it was a transparent line with coloured dots on it and behind that a normal texture. Then I thought the second picture was the transparent texture now with white dots (which I thought may or may not have been an intentional frame of animation) but the normal texture behind it stretched across the full size of the wall. I guess it's something different though?
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BetaSword
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Post by BetaSword »

Yeah, the dots on the wall are done with a brightmap, and the second shot show what happens when dynamic lights interact with it. Wall becomes grey (probably actually white, but darker due to lighting), while you can still see the parts of the brightmap that were made, well, bright.

I fiddled around with it some more, and found three things:

A) If you turn off "Enable Textures", then the same thing happens with all textures, with the whole disappearing thing.

B) The muzzle flash dynamic light causes the textures to stay gone until you fire again from farther away, but lights attached to either the projectile, or the bulletpuff/projectile death don't.

C) If you turn on "Force Additive Lighting", then it never happens, either with brightmaps on, textures off, or both.

So my newest guess is that there's something the engine isn't like how the normal dynamic lights interact with brightmaps, or, when textures are "disabled", how they interact with all textures.

Also, something that may be unrelated, it would seem like whatever entity the muzzleflash light is attached to isn't cleared out once it's done... err... Flashing. Hence why firing a weapon that has muzzleflash will cause textures to disappear until you fire again, but firing a weapon that has no muzzleflash, but lights attached to the projectiles, only temporarily removes textures. And yeah, that sentence structure sucked.

But yeah. Hopefully that can help narrow things down a bit more...
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Nash
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Post by Nash »

Here to report that as of r10, gl_clamping_bug does indeed fix the problem. Now I can finally play with dynamic lights and brightmaps flawlessly.

Good work, Graf Zahl! ;)
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