[quake3-bugzilla] [Bug 5991] New: OpenGL2: Partially black shaders in q3dm0

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Fri Jul 19 04:53:33 EDT 2013


https://bugzilla.icculus.org/show_bug.cgi?id=5991

            Bug ID: 5991
           Summary: OpenGL2: Partially black shaders in q3dm0
    Classification: Unclassified
           Product: ioquake3
           Version: GIT MASTER
          Hardware: PC
                OS: Linux
            Status: NEW
          Severity: normal
          Priority: P3
         Component: Video
          Assignee: zachary at ioquake.org
          Reporter: ZTurtleMan at gmail.com
        QA Contact: quake3-bugzilla at icculus.org

Created attachment 3367
  --> https://bugzilla.icculus.org/attachment.cgi?id=3367&action=edit
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.

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