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OpenGL2's r_autoExposure 1 doesn't work correctly in splitscreen #278
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I disabled sun occlusion query which did not work correctly with multiple world scenes. c9159d2 I'm not able to get the sun rays to change colors. Can you edit const void *RB_PostProcess(const void *data)
{
...
// ztm: disable the if 0 for sunRaysImage block
//if (0)
{
ivec4_t dstBox;
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
} |
Here is a screenshot when I disable the if 0 for sunRaysImage block: Example: start battery map again, do r_drawSunRays 1; r_ext_multisample 2, now you can move your mouse around and you can change the color of the sun rays! For example the yellow 'line' in the sun rays of player 1 is the yellow text of '3rd' of the third or fourth player's scoreboard. The red rays of player 2 is the scoreboard header (ping, time, etc.)... Probably this issue is somehow related to ioquake/ioq3#121, although this time I talk about r_ext_multisample not r_ext_framebuffer_multisample. This is just a thought! ...or it's just Lucy in the Sky with Diamonds? |
Ah, yeah r_ext_multisample 2 causes that for me too (which looks kind of awesome). It seems to be issue with ioq3 opengl2 accessing wrong framebuffer data when viewport is smaller than screen size. It seems unrelated to r_autoExposure and flares through mirrors. |
The whole screen is affected instead of being applied to each drawn viewport separately.
It's disabled by default as of 764cc7c.
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