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      <base href="https://bugzilla.icculus.org/" />
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - OpenGL2: Sun shadows don't work correctly on multi-layer shaders"
   href="https://bugzilla.icculus.org/show_bug.cgi?id=5891">5891</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>OpenGL2: Sun shadows don't work correctly on multi-layer shaders
          </td>
        </tr>

        <tr>
          <th>Classification</th>
          <td>Unclassified
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>ioquake3
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>GIT MASTER
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>P3
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Video
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>zakk@icculus.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>ZTurtleMan@gmail.com
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>quake3-bugzilla@icculus.org
          </td>
        </tr></table>
      <p>
        <div>
        <pre>It's easy to see isses in q3dm1 (small map, many multi-layer shaders) with
r_forceSun 1. These issues are present in shaders used on other maps as well.

1. Shader looks unaffected by sun shadows (under Rocket Launcher, possibly
shader under Plasma Gun, same issue with some other fire head shaders).

2. Top layer is transparent over scrolling image (see fire-head shader over
doors to room with Plasma Gun).

3. Fake specular affects whole blood pool shader (should be limited to blood
pool area). May be closely related to issue 2 (is top layer clip for
specular?).

May be related: with r_lightmap 1 there are transparent white images (instead
of solid white) on walls if r_forceSun is enabled.</pre>
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      </p>
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