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BSP objects not appearing in depth map. #2

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GoogleCodeExporter opened this issue Sep 30, 2015 · 3 comments
Open

BSP objects not appearing in depth map. #2

GoogleCodeExporter opened this issue Sep 30, 2015 · 3 comments

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@GoogleCodeExporter
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Easier to just explain the application:

Tribes 2 (with TribesNext patch http://www.tribesnext.com/ ) running qindie-gl 
instead of built in D3D renderer (DX7/DirectDraw) to allow injection of 
ENBseries modifications ( http://enbdev.com/ ) for SSAO, Depth-of-Field, and 
Bloom.

Screenshots of effects: http://imgur.com/a/my3s1


The issue is that some static objects (Buildings, rocks, trees) are rendered by 
BSP and aren't being included in the depth map.

Visible here: http://imgur.com/a/my3s1#18
Notice the terrain shading over top of the building.

The depth map is functioning, it just misses the BSP objects. If they could be 
hacked in somehow there's a whole realm of injections of D3D9 effects for the 
titles QindieGL is intended for.

Original issue reported on code.google.com by Ranz...@gmail.com on 9 Oct 2012 at 1:45

@GoogleCodeExporter
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Does this effect appear only with ENBSeries, or even in normal renderer?

Original comment by HLFX.Onl...@gmail.com on 29 Nov 2012 at 2:19

@GoogleCodeExporter
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The issue is only apparent with effects added by ENB that use the depth map, 
nothing else in T2 uses it naturally (beiing a dx7 era title after all).

I can only assume, from my perspective, that qindiegl is generating the depth 
map and observe the issue with BSP objects/interiors not translating to it. I 
wouldn't know if an OpenGL title this old has a depth map or uses it in any 
way, but there was some mention of missing depth data in games with BSP 
rendered levels.

Original comment by Ranz...@gmail.com on 30 Nov 2012 at 1:20

@GoogleCodeExporter
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It actually may be similar to the problem with QeffectsGL, where SSAO produces 
same artifacts in some Doom2 engines, where monster sprites are not rendered to 
depth buffer at all. If the issue does not appear in normal renderer (without 
ENBSeries, but with QindieGL), then it is possibly not a QindieGL-related issue.
QindieGL does not generate any internal depth maps, it just translates OpenGL 
depth-state related calls to Direct3D.

Original comment by HLFX.Onl...@gmail.com on 30 Nov 2012 at 6:34

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