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[Bug] Water rendering turning black periodically #208
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Duplicate of #183, but you have pictures so I'm closing mine :D At least I think it is the same, if you look closely the black pattern seems to relate to blocks below a certain depth and seems to wave aking to water? |
@Cervator sorry for the duplicate, did only search for shader + water :( |
Np, we still pretty rarely duplicate anything |
Okay – this is... again... completely related to your GPUs and overall setup. Might become tricky to find the real cause. Working fine here on one Intel and two Radeon GPUs. Need some information on your setups and maybe some shader compile-time warnings (if any)? |
I wasn't too concerned about it since it seemed a vague bug (don't see any logged errors), only happens in deep water, only happens on "nice" or better settings, seems to relate to the lapping waves - but I did check a bit more closely to get this info :-) Nvidia Geforce GTX 260 here Shader logs: Mar 12, 2012 11:15:05 PM org.terasology.logic.manager.ShaderManager |
Tracked it down - need to stop blockBrightness going negative due to this line: blockBrightness -= flickering * blocklightValue; I guess what is happening is dark air pockets below the ocean are flickering negative and that is shining through the water? |
Neat - nice catch! This will happen to the whole ocean floor more than a few blocks down, so maybe it is simply because deep enough the light goes negative like that? |
Or we have separate issues with similar effects. |
Might be fixed now? |
Confirmed as fixed! Closing :-) |
See attached images
https://plus.google.com/photos/109530016367225131279/albums/5718608188401943505?authkey=CPSX4cjVlp-yPg
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