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lavaalpha issues in ne_ruins (invisible lava) #767
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It seems that the "lava" in this map is a bit different from the usual lava (e.g.. id1/end ), as it is always rendered with r_lavaalpha 1 in ironwail and quakespasm. The value for r_wateralpha of 0.6 is not applied here ( r_lavaalpha "0" ). |
first bad commit is 810725b It looks like only lava parallel to the floor is rendered incorrectly. r_lavaalpha 1: r_lavaalpha <1: r_lavaalpha 1: r_lavaalpha <0: |
Thanks to have tracked down this. I may be worth reverting this "optimization" if the change is actually not too big. I'll look into when I have more time. |
I started playing r_novis 0
r_wateralpha 0.8
r_slimealpha 0.85
r_lavaalpha 1.0
r_telealpha 1.0 I see no problem with lava so far: so setting There are too many trenparency combinations vs. rendering and in reality I'm not competent to try to change this without breaking anything else, so I'm closing this. |
found another map with this issue. it seems map is not water-vised, but vkquake will render water/slime as black and the portal is not rendered at all. |
the common theme here seems to be liquid surfaces with alpha value of 1.0 in bsp are not rendered correctly if cvar r_wateralpha is < 1 ( assuming r_{tele,slime,lava}alpha 0 ). All teleporters, even the two teleporters in the standard part of DM1, ( entities have alpha 1 ) and the water/slime pool in the mirror world ( also alpha 1 ) are affected by this bug. |
Do we know what kind of artifacts this commit 810725b is supposed to fix?
It can be reverted w/o breaking anything else. Until we figure out what's missing. This commit has some more issues or unexpected behaviour: load savegame and suddenly the water surface of the water/slime pool is rendered correctly ( opaque = alpha 1 ) there is another location in this map, pond in the forest, with the same issue. |
In the "Altar of Storms" mod:
https://www.quaddicted.com/reviews/ne_ruins.html
At some point during the second map the lava rises and floods the lower part of the level. It is invisible in vkQuake.
I noticed this bug just as vkQuake was archived nearly two years ago so I couldn't create an issue here but then I was reminded of this bug today.
The problem appeared around the time Temx reworked the engines' alphasorting, the mod was working fine in vkQuake in older versions.
I have tried disabling r_alphasort but it doesn't change the problem.
I noticed that r_wateralpha is at 0.7 and r_lavaalpha is at 0.
Changing either r_wateralpha or r_lavaalpha to 1 makes the lava appear, but any other value (between ==0 and <1) the lava is invisible.
I don't know if the issue is caused because the lava is invisible at the start of the map or what (as it rises during the level).
I use vkQuake in Win10 with a geforce980
In vkQuake:
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In Ironwail for comparison:
A save to the spot with the problem:
save.zip
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