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<base href="https://bugzilla.icculus.org/" />
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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - OpenGL2: Partially black shaders in q3dm0"
href="https://bugzilla.icculus.org/show_bug.cgi?id=5991">5991</a>
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<th>Summary</th>
<td>OpenGL2: Partially black shaders in q3dm0
</td>
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<th>Classification</th>
<td>Unclassified
</td>
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<th>Product</th>
<td>ioquake3
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<th>Version</th>
<td>GIT MASTER
</td>
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<th>Hardware</th>
<td>PC
</td>
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<th>OS</th>
<td>Linux
</td>
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<th>Status</th>
<td>NEW
</td>
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<th>Severity</th>
<td>normal
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<th>Priority</th>
<td>P3
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<th>Component</th>
<td>Video
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<th>Assignee</th>
<td>zachary@ioquake.org
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<th>Reporter</th>
<td>ZTurtleMan@gmail.com
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<th>QA Contact</th>
<td>quake3-bugzilla@icculus.org
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<p>
<div>
<pre>Created <span class=""><a href="attachment.cgi?id=3367" name="attach_3367" title="Screenshot of black monitor and blood.">attachment 3367</a> <a href="attachment.cgi?id=3367&action=edit" title="Screenshot of black monitor and blood.">[details]</a></span>
Screenshot of black monitor and blood.
Some of the shaders in q3dm0 are partially black in OpenGL2 renderer when r_hdr
is 1 (the default). Setting r_hdr to 0 fixes the issues.
Broken shaders (monitors, blood pool):
textures/base_wall/comp3
textures/base_wall/comp3b_dark
textures/base_wall/comp3c
textures/base_floor/diamond2cspot
Working monitors (on left and right sides of pillar with mirror):
textures/base_wall/medal_impressive
textures/base_wall/q3tourneyscreen
See baseq3/pak0.pk3/scripts/base_wall.shader and base_floor.shader
I think issue is related to "blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA". I
haven't tested if it's specific to $lightmap stages.</pre>
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