[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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