Posted: Sun Feb 17, 2008 14:22
I also get the problem. Standing at the start point, with dynamic lights on and all effects set to shader, switching the brightmaps shader on and off toggled the white-wall/floor effect on and off too. When I disabled dynamic lights, there was still a slight difference perceptible in the appearance of the floor when toggling the brightmaps, but nothing like it was with dynamic lights on.
With dynamic lights off, I stood at the start point and "zoomed in" to look at the floor more closely using a console alias that sets the fov to 22 and then 10. As I did so, I also got the clamping bug. I went back to FOV 90 and set GL_CLAMPING_BUG to true and that problem went away. I was unable to reproduce that on a second attempt.
But yes, on a number of attempts, for me, starting nuts.wad and then toggling on/off brightmaps gave the white wall effect in xrror's screenshots every time I tried.
To get the screen warping, hitting alt-enter to go to windowed mode caused it reliably too either with or without picking up the invulnerability.
I'd be very surprised if you don't know the WAD in question but, just in case
http://www.doomworld.com/idgames/index.php?id=11402
With dynamic lights off, I stood at the start point and "zoomed in" to look at the floor more closely using a console alias that sets the fov to 22 and then 10. As I did so, I also got the clamping bug. I went back to FOV 90 and set GL_CLAMPING_BUG to true and that problem went away. I was unable to reproduce that on a second attempt.
But yes, on a number of attempts, for me, starting nuts.wad and then toggling on/off brightmaps gave the white wall effect in xrror's screenshots every time I tried.
To get the screen warping, hitting alt-enter to go to windowed mode caused it reliably too either with or without picking up the invulnerability.
I'd be very surprised if you don't know the WAD in question but, just in case
http://www.doomworld.com/idgames/index.php?id=11402