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Sign upUnderwater gfx not displayed correctly. #32
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Sorry, accidentally pressed enter and opened an issue without adding a description, i'll explain what i mean in a couple minutes + will add a couple screenshots |
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So basically, when underwater everything get's pitch black and it's not really possible to see a thing aside from the water surface. first 2 screenshots are how it's supposed to look like and how it looked like on Software renderer vitaQuake and the following screenshots are how it currently looks like on vita-glQuake Also it seems like some particles are missing(Blood particles for example) Other than that thanks for your work on this, the progress is impressive, and it rarely ever drops below 60fps(at max cpu/gpu/bus speeds) |
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Do you have a screenshot from original glQuake? glQuake is well known to be a lot darker if compared to winQuake, i wouldn't be surprised if this is a glQuake "feature". |
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Rinnegatamante
added
the
bug
label
Jan 16, 2018
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Putting some reference here if someone wants to work on the issue: The issue was not present before moving from vitaGL standard shaders to custom specialized shaders. |
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Issue is related to lightmaps. Using r_fullbright to disable lightmaps actually fixes the issue. |
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The function causing this bug is DrawGLWaterPolyLightmap in gl_rsurf. |
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Count-Duckula-AU
commented
Jan 26, 2018
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Underwater looks great now with vitaquake v2.6. Everything is visible and the warping effect is present :) |
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v.2.6 introduced a temporary fix that disables lightmaps. Issue is still here if underwater lightmaps are enabled like they should be. |
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Count-Duckula-AU
commented
Jan 27, 2018
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Thanks for the clarification. |
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Solved, was a bug in vitaGL. |







ShroomKing commentedJan 16, 2018
No description provided.