Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Opengl2 Renderer Issues (Dark Models & Sound Issues) #331

Closed
myleg123 opened this issue Dec 15, 2017 · 13 comments
Closed

Opengl2 Renderer Issues (Dark Models & Sound Issues) #331

myleg123 opened this issue Dec 15, 2017 · 13 comments

Comments

@myleg123
Copy link

myleg123 commented Dec 15, 2017

When I use the opengl2 renderer, on some maps the models are almost completely black. https://i.gyazo.com/0f6c10e42be4cee3bdbcac03cc4361bb.jpg
The gun model is almost entirely black. When I use the opengl1 renderer, this issue doesn't happen. https://i.gyazo.com/ef8c1c3af38f44c17ece1fbd60160645.jpg
Also, when I use the opengl2 renderer, for whatever reason, an audible popping sound occurs when a loud or sudden noise happens, such as a rocket being launched.

@ensiform
Copy link

Sound issues won't be related to the renderer being used.

Are you using up to date test build with newest SDL2 2.0.7 ?

Which OS?

@myleg123
Copy link
Author

I am using Windows 10, and I don't know what version of SDL2 I am using, but it is 950,272 bytes large and its MD5 hash is 391c8b3713cbb952a822248c5c2fde9d

@zturtleman
Copy link
Member

That's SDL 2.0.4 (SDL2.dll, x86). That is what ioquake3 ships with the test builds. The SDL version is listed somewhere in the File Properties by the way.

The OpenGL2 renderer's lighting isn't identical to OpenGL1. I think settings like r_hdr 1 and r_autoExposure 1 (both set by default) may increase brightness/darkness contrast. The gun in the OpenGL1 renderer screenshot is nearly black so this just seems like a minor lighting difference. Try r_hdr 0 and r_autoExposure 0.

What map are the screenshots of?

@myleg123
Copy link
Author

myleg123 commented Dec 15, 2017

A rather obscure map called Pillcity ws.q3df.org/map/pillcity/

@ghost
Copy link

ghost commented Dec 15, 2017

@myleg123 Iirc the specific map was compiled with some additional grid size parameters, probably 256x256 or something (to reduce compile time and memory usage). Such high grid size parameters will produce dark models, another reason of dark models could be that the map is somehow at a bad angle, or compiled with a very old q3map map compiler.
In any case I think this is not a renderer bug, it's a map related bug (or feature). Unfortunately you can't do much to already compiled maps :(
As zturtleman already said the OpenGL2 renderer's lighting isn't identical to OpenGL1. OpenGL2 is a bit 'darker'.
@zturtleman: the map is called piLLciTy made by piLL: https://ws.q3df.org/map/pillcity/

@ghost
Copy link

ghost commented Dec 15, 2017

@myleg123: I did a quick check, as I said, the map is even compiled with "gridsize" "1024 1024 1024"'! This is definitely too much.

@myleg123
Copy link
Author

@zturtleman I tried your solutions, and, well, https://i.gyazo.com/825202e2feab18db8ba782dc7c32ac1e.jpg
It obviously wasn't like this before, and even when I changed those 2 cvars back to default, I still get this problem. I switched back to opengl1, and I don't have this problem. Any guesses?

@zturtleman
Copy link
Member

Uh, I don't know what happened in that screenshot. From the ammo box it looks like it's using wrong images or shaders. Maybe try vid_restart?

The black first person gun is caused by the opengl2 renderer disabling the extra ambient light when r_hdr is enabled. This is fixed in 7c2dd01. The test build will probably be updated in an hour.

@myleg123
Copy link
Author

So now the test build download link for both windows versions is dead.
https://i.gyazo.com/c97825fbbc28addbf20af145aec66db5.png
Once the link works, I will try the new build.

@myleg123
Copy link
Author

I tried vid_restart, but to no avail. However, it did fix the player head model.

@ensiform
Copy link

Honestly the newest screenshot looks like artifacts caused by driver or gpu.

@myleg123
Copy link
Author

So I deleted the q3config file to reset all possible changed cvars, and I don't get that issue that is shown in that screenshot anymore. If I had to guess, I think it's the cvar changes in the cvars section at the bottom of this page that caused it. https://github.com/ioquake/ioq3/blob/master/opengl2-readme.md I changed them along with the r_hdr and r_autoExposure changes.

@myleg123
Copy link
Author

I retried your 2 fixes without those other changes, and it worked! https://i.gyazo.com/502e5189b747f4a2636e2ffc2fd1625a.jpg
For those cvars on that opengl2-readme.md page, they are, without a doubt, the thing that caused it.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants