[quake3-bugzilla] [Bug 6058] OpenGL2: with r_dlightmode enabled (1-3) some multilayered textures are badly illuminated.

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Wed Nov 20 05:57:01 EST 2013


https://bugzilla.icculus.org/show_bug.cgi?id=6058

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

           What    |Removed                     |Added
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             Status|NEW                         |ASSIGNED

--- Comment #1 from James Canete <use.less01 at gmail.com> ---
There isn't a quick fix for this one.

The problem is the multilayered textures.  r_dlightmode > 1 uses an additional
pass of additive blending to brighten textures, but this doesn't work with
multilayered textures.  The current behavior is to fallback to Q3's original
dynamic lighting, but the difference is obvious.

The solutions I can think of are:
- implement dynamic lighting in the lightall glsl shader.  This would increase
the number of glsl shaders compiled (something I've been trying to lower) but
is the simplest fix, and would remove a (small) rendering pass.
- reimplement the renderer as deferred.  I'd like to avoid this, as it is a
huge job, and will probably break a lot of shaders for a long time until
everything settles.

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