[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.
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