[quake3-bugzilla] [Bug 5863] New: rend2 and alpha textures shaders

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Tue Jan 8 00:34:15 EST 2013


https://bugzilla.icculus.org/show_bug.cgi?id=5863

           Summary: rend2 and alpha textures shaders
           Product: ioquake3
           Version: SVN HEAD
          Platform: PC
        OS/Version: Linux
            Status: RESOLVED
          Severity: minor
          Priority: P3
         Component: Video
        AssignedTo: zakk at icculus.org
        ReportedBy: loup.vincent at hotmail.com
         QAContact: quake3-bugzilla at icculus.org
                CC: use.less01 at gmail.com


James Canete <use.less01 at gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |RESOLVED
                 CC|                            |use.less01 at gmail.com
         Resolution|                            |FIXED

Created attachment 3322
  --> https://bugzilla.icculus.org/attachment.cgi?id=3322
3 screenshots

Hi,
This is my first bug report in bugzilla, I hope that I am doing it right.

I just tested the new renderer called rend2 and I got some issue in q3dm11 at
the windows that are near the underground tunnel that leads to the teleporter.
(between the LG and the medkit item)
If you get there, you will notice that you are able to see a shape that looks
like the void. I suppose this issue comes when the engine is using some
textures that needs a specific alpha channel from a shader (like the vents in
this map too f.e.).
I haven't modified any other variables apart from cl_renderer.

I have tested and got the same problem on two machines (resp. running Debian
Wheezy/Testing and Arch Linux). For both machines, I am using the latest
SVN/Git revision compiled on the same machine (new vm included).

I am joining few picture that illustrates the problem:
opengl1_vanilla.jpg - what you want to have (cl_renderer opengl1)
rend2_1.jpg - you can see the deformed shape
rend2_2.jpg - after shooting few bullets

--- Comment #1 from James Canete <use.less01 at gmail.com> 2013-01-08 00:34:13 EST ---
Pushed a fix, turns out depth prepass didn't use correct texture coordinates
with alpha tested materials.

-- 
Configure bugmail: https://bugzilla.icculus.org/userprefs.cgi?tab=email
------- You are receiving this mail because: -------
You are the QA contact for the bug.


More information about the quake3-bugzilla mailing list