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[r248+/-] The thing about particles and portals

Posted: Wed Dec 10, 2008 9:51
by Tormentor667
Well, I just wanted to refer here to the problem we've discovered in this thread:
http://forum.drdteam.org/viewtopic.php?t=3706

For some reasons, skyboxes and portal sectors of all kind seem to have problems with particle spawners and therefore are responsible for strange graphical glitches.

I wanted to write this thread as Vader discovered a very similar problem in Stronghold STR34 (although that didn't happen for me, we have different gfx cards, Björn has a ATI, I have one from nVidia but in times when I still had an ATI card, I suffered similar problems) in which a visible top portal sectors flickered from invisible to visible and back according to the players movement.

Maybe this helps to solve the skybox / UTNT nodeproblem as well.

Cheers & Thanks,
Torm

Posted: Wed Dec 10, 2008 11:06
by Graf Zahl
Can you try to run the same map with the CVAR gl_noquery set to true? That's a debug setting that disables a test in the portal rendering code. It wouldn't surprise me if ATi screwed that up.

Posted: Wed Dec 10, 2008 11:48
by Tormentor667
Unfortunately I can't test it as I don't have an ATI card, but I will point Björn to this thread. Is there any news conc. the bug you discovered in TNT02 with the visible walls through F_SKY1 ceilings and the particle spawner problem?

Posted: Wed Dec 10, 2008 13:15
by Graf Zahl
No, and there probably won't be any time soon. So far I haven't had any time for it.

Posted: Wed Dec 10, 2008 13:27
by Vader
I just played the map with GL_NOQUERY set to true, but unfortunately it doesn't change anything!

Posted: Wed Dec 10, 2008 13:30
by Graf Zahl
Ok, thanks. At least one thing I don't have to investigate...

Posted: Fri Dec 12, 2008 1:47
by Graf Zahl
Fixed. The translucent sprites left an alpha value behind that caused the depth buffer not being restored after drawing the skybox.