Brightmaps and shader fog is buggy

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Nash
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Brightmaps and shader fog is buggy

Post by Nash »

Enjay created a bunch of brightmaps for the stock textures. Download them here:

http://forum.zdoom.org/viewtopic.php?f=37&t=22918

I use shader fog because I want the Doom fog. Unfortunately this doesn't play well... see attached screenshot.

The only way to "fix" it is to turn off "shaders for fog" but then I don't get Doom fog. :(
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BlackFish
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Re: Brightmaps and shader fog is buggy

Post by BlackFish »

Adding to this, brightmaps for walls dont work if there is a wad that has a new texture lump (like ksutra). The flats however do work.
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Re: Brightmaps and shader fog is buggy

Post by Gez »

BlackFish wrote:Adding to this, brightmaps for walls dont work if there is a wad that has a new texture lump (like ksutra). The flats however do work.
That's not a bug but a feature.

Enjay's texture brightmaps have the "iwad" qualifier which means that the brightmap is only applied if the texture is unmodified by a pwad. Because of the TEXTURE1 format and vanilla limitations, all the iwad textures must be redefined if you want to add more textures or change some of them. (ZDoom isn't affected, but all other ports are.) So ksutra "overwrites" all textures and they're not considered to come from the iwad anymore, so the brightmaps do not apply to them.

Flats are another matter and they can be added without messing with the iwad, so they keep the brightmaps.

You can fix the problem by deleting all the "iwad" lines from Enjay's mods. Admittedly, you will then run the risk of having a brightmap not adapted to the texture if you use a mod that modifies them visibly. But it won't be worse than what you'd get running the d2brightmaps mod with TNT or Plutonia anyway.
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Graf Zahl
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Re: Brightmaps and shader fog is buggy

Post by Graf Zahl »

I'll be honest: It's unlikely that I'm ever going to fix this in the old renderer. The entire shader support is so badly hacked in that it is pointless. The new renderer I am working on uses a much more robust resource management, tying the shaders directly to the textures so that such things should not happen anymore once I get it to work.
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Re: Brightmaps and shader fog is buggy

Post by Logan MTM »

"The new renderer..." :surprise:
So as you read this know my friends I'd love to stay with you all.
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Re: Brightmaps and shader fog is buggy

Post by dark-slayer-201 »

New render???
Will it support paralaxx mapping, which doesn't require dynamic lights like spec, and bump?
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Re: Brightmaps and shader fog is buggy

Post by Graf Zahl »

ds201 wrote:New render???
Will it support paralaxx mapping, which doesn't require dynamic lights like spec, and bump?

Should be doable with a proper shader. I got plans for some options here - but this is still months off. First I need to get it to work in general.
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Re: Brightmaps and shader fog is buggy

Post by Nash »

Noted Graf... if the new renderer will address this, then I don't mind if this bug "never gets fixed". ;)
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Re: Brightmaps and shader fog is buggy

Post by Graf Zahl »

I can't reproduce this with the latest revision anymore so it looks fixed. Can anyone confirm?
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Re: Brightmaps and shader fog is buggy

Post by Graf Zahl »

I consider this non-answer a yes.
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