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Portals don't blend #1011
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VReaperV
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Jan 6, 2024
Enables writing to color buffer when rendering the portal surface in FinalisePortalCommand::ExecuteSelf(). Changes glStencilOp to avoid depth test failing and clears stencil buffer in case there were multiple portals on the screen. Fixes DaemonEngine#1011.
VReaperV
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Jan 15, 2024
…th mirrors Fixes portal blending with portal surfaces, misc_portal_surface entity selection and GL_FrontFace for mirrors in chains of recursive portals/mirrors. Fixes DaemonEngine#1011. Disables the 64qu distance limit for portal entities which wasn't working properly anyway.
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VReaperV
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Jan 19, 2024
…th mirrors Fixes portal blending with portal surfaces, misc_portal_surface entity selection and GL_FrontFace for mirrors in chains of recursive portals/mirrors. Fixes DaemonEngine#1011. Disables the 64qu distance limit for portal entities which wasn't working properly anyway. We only need to render one stage for portal surfaces in depth and stencil passes, so render the first one available in Tess_StageIteratorPortal(). Don't compute color and texMatrices since we don't use those at this stage.
VReaperV
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Jan 19, 2024
…th mirrors Fixes portal blending with portal surfaces, misc_portal_surface entity selection and GL_FrontFace for mirrors in chains of recursive portals/mirrors. Fixes DaemonEngine#1011. Disables the 64qu distance limit for portal entities which wasn't working properly anyway. We only need to render one stage for portal surfaces in depth and stencil passes, so render the first one available in Tess_StageIteratorPortal(). Don't compute color and texMatrices since we don't use those at this stage.
VReaperV
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Jan 19, 2024
…th mirrors Fixes portal blending with portal surfaces, misc_portal_surface entity selection and GL_FrontFace for mirrors in chains of recursive portals/mirrors. Fixes #1011. Disables the 64qu distance limit for portal entities which wasn't working properly anyway. We only need to render one stage for portal surfaces in depth and stencil passes, so render the first one available in Tess_StageIteratorPortal(). Don't compute color and texMatrices since we don't use those at this stage.
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This was described in #935:
#935
But in fact portal blending and alphaGen portal are two different features (while the second one may depend on the former though).
We can't blend rendered cameras with special effects, like in
pulse
map:Tremulous:
Unvanquished:
The lack of portal blending is technically not a bug to fix, it's a feature request: the feature has to be implemented or to be finished,which is not the same amount of work than fixing something that worked before, one cannot make it work by bisecting or something, the code is not there yet.
There may be code for that feature to port from ioquake3.
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