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r_locksurfaces #357
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I only get a black screen, only the HUD is still rendered. Is it the same for you? |
So far I couldn't figure out what's going wrong :-/ Normally I'd use Renderdoc to figure out what the engine is trying to render and why it doesn't and work backwards from there, but unfortunately Renderdoc doesn't support OpenGL 1.x - and while it claims to support OpenGL ES2.0 and 3.x, I couldn't get d3wasm to work either (it's based on dhewm3 and r_locksurfaces behaves the same there), it seems to crash when capturing a frame.. One more thing I might try (when I find some time again) is trying out d3wasm+renderdoc on another Linux machine that doesn't have a nvidia GPU (the crash seems to happen in a nvidia lib). (No, I can't use nvidia nsight either, newer versions don't support my GPU anymore and older versions don't seem to work, possibly because my driver version is too new for them. I hate computers.) |
Yes, I'm also seeing the same black screen & HUD -- sorry, I didn't explain it very well! The player is still able to move around, but unfortunately the world is rendered as a black screen. |
Can you test this branch: https://github.com/DanielGibson/dhewm3/tree/r_locksurfaces-dhewm3 ? Note:
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Windows binaries of that branch: dhewm3-1.5.2pre-win32-locksurfaces.zip |
r_locksurfaces now works great! Amazingly helpful feature, this is fantastic. |
Awesome, thanks for testing! Merged it into the master branch. |
I was wondering if it would be possible to get the r_locksurfaces to work correctly. r_locksurfaces is a debug command used to pause the culling update, allowing one to move around to see what is and isn't being rendered.
I should note that r_locksurfaces does not work in retail Doom 3, and only seems to work in Quake 4.
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