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Underwater gfx not displayed correctly. #32

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ShroomKing opened this issue Jan 16, 2018 · 11 comments

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@ShroomKing
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commented Jan 16, 2018

No description provided.

@ShroomKing

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commented Jan 16, 2018

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

@ShroomKing

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commented Jan 16, 2018

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

2018-01-16-152149

2018-01-16-152156

and the following screenshots are how it currently looks like on vita-glQuake

2018-01-16-151628

2018-01-16-154104

2018-01-16-153845

2018-01-16-151632

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)

@Rinnegatamante

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commented Jan 16, 2018

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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commented Jan 16, 2018

This is how glQuake looks on my pc when underwater:

unnamed40

obviously i can see the floor/walls etc.

on vita-glQuake there is no geometry AT ALL when underwater, everything is just black.

@Rinnegatamante Rinnegatamante added the bug label Jan 16, 2018

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commented Jan 17, 2018

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.
With that being said, the issue came out from 24e8838 this commit or a later one, surely not from a previous one.

@Rinnegatamante

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commented Jan 18, 2018

Issue is related to lightmaps. Using r_fullbright to disable lightmaps actually fixes the issue.

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commented Jan 21, 2018

The function causing this bug is DrawGLWaterPolyLightmap in gl_rsurf.

@Count-Duckula-AU

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commented Jan 26, 2018

Underwater looks great now with vitaquake v2.6. Everything is visible and the warping effect is present :)

@Rinnegatamante

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commented Jan 26, 2018

v.2.6 introduced a temporary fix that disables lightmaps. Issue is still here if underwater lightmaps are enabled like they should be.

@Count-Duckula-AU

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commented Jan 27, 2018

Thanks for the clarification.

@Rinnegatamante

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commented Feb 3, 2018

Solved, was a bug in vitaGL.

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