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[1.0.29] Texture disappearance with brightmaps.pk3

Posted: Wed Nov 21, 2007 2:13
by Nash
It's very difficult to reproduce this and took me a while to figure the steps out, so follow carefully.

1) With brightmaps.pk3 autoloaded, start GZDoom, play Hexen. I'm using IWAD 1.1.

2) Choose the Mage class, and the Sorceror skill.

3) Immediately when the game starts, ]kill monsters.

4) Go straight to the double door polyobject, open it and enter the first room that has the red teleporter in the middle.

5) Observe the floor and ceiling around the teleporter. You'll see that the texture has disappeared. The same happens for any floors or ceiling that uses that particular flat.

There may be a lot of irrelevant stuff in my steps, but they are the most consistent set of steps to accurately reproduce this bug. From there on, I guess you should know where the problem is coming from and figure a solution out.

EDIT: Some misc information.

1) I have glow.wad and lights.wad autoloaded, but removing those made no difference.

2) My GL settings:

dynamic lights on
rendering set to quality
lighting mode to Doom
smooth sprite edges
shaders for warp and colormaps
brightness maps.

Toggling any of these do not fix anything.

3) Graphics card: 2 GeForce 7950GT's SLI'ed, ForceWare 162.18

Posted: Wed Nov 21, 2007 11:19
by Graf Zahl
No problems here.

Posted: Wed Nov 21, 2007 18:22
by Enjay
I can't recreate the problem either.

Posted: Wed Nov 21, 2007 19:04
by Nash
That's odd. I can accurately reproduce it with the steps above, even now just 10 seconds ago (I just came back from work, and the computer had been turned off the whole day).

Any suggestions on what should I look out for?

Posted: Wed Nov 21, 2007 19:46
by Gez
Try installing GZDoom in another directory (a fresh install, don't copy your ini or whatever), and see if you can reproduce the bug with that new install.

Posted: Mon Nov 26, 2007 14:35
by Nash
Okay, so I started with a freshly generated INI and sequentially changing the graphics settings one by one to try and trace the problem.

With the fresh INI, the bug happens as soon as I turn on the brightmaps feature, but only with a certain combination of other OpenGL-related settings as well.

I will post back here when I come up with the correct combination of settings.

Posted: Tue Nov 27, 2007 23:33
by lemonzest
I've noticed this happens more often in Strife, just looking at a wall can make it blur, for example the railings after the after the first starting room turns into just one long white texture!! and walls turn to mush :S[spoiler]Image[/spoiler]

Posted: Wed Nov 28, 2007 3:15
by Nash
Yes, this is exactly the thing that's happening to me.

Any ideas on what's going on?

Posted: Mon Dec 10, 2007 19:42
by Nash
One thing that I strongly believe is causing this has something to do with the brightness map code.

I'd really love to help you in reproducing this bug but I'm out of ideas. It happens consistently on my system as long as brightness maps are turned on.

What can you suggest to me?

Posted: Mon Dec 24, 2007 1:03
by Nash
Upgrading to ForceWare 169.21 doesn't solve this problem.

Posted: Mon Dec 24, 2007 9:28
by Graf Zahl
Any chance that you can test it non -SLI'd? Just to rule that out as a potential cause.

Posted: Mon Dec 24, 2007 13:21
by Nash
Disabling SLI through the control panel still exhibits the problem.

I'll try physically removing my second graphics card later tonight.

Posted: Wed Jan 23, 2008 14:38
by BetaSword
Bug confirmed here. Looks like it's dynamic lights effecting any surface with a brightness map. Happens in 1.0.32 as well. For example:

Before:
Image
After:
Image

I noticed a couple things with it. First, if you're further away from the wall, and shoot at it, the texture will only disappear while the bullet puff is lighting up, then it'll come back. But any wall that's lit up, even the slightest bit, but the actual muzzle flash dynamic light, the texture will stay gone until you fire again from farther away.

But yeah. Tried with dynamic lights on and off. This doesn't happen when they're off, so I'd assume it's some sort of bug with how dynamic lights are interacting with the brightmaps.

Oh, and I've got a nVidia GeforceGo7600, in case that makes a difference.

Posted: Wed Jan 23, 2008 17:30
by Enjay
It look to me less like the texture is disappearing and more like a single pixel's worth is getting streched right across the wall - making it a single block of flat colour.

Anyway, Graf has added a work-around CVAR that will, I hope, solve the problem for those affected when the next release is available.

Fix mentioned here:

http://forum.drdteam.org/viewtopic.php?t=3024

Posted: Thu Jan 24, 2008 10:53
by BetaSword
No, I don't think that's what's happening with the brightness maps, at least, because I've seen this bug with other stuff in the past. If I remember correctly, similar things used to happen with hi-res textures, and with any 3D floors with transparency, where the transparent parts would turn white. So what I'm thinking is that the brightness map issue, at least, would most likely be somewhat similar to those ones, considering the fact that they all exhibit(ed) pretty much identical symptoms.