-
Notifications
You must be signed in to change notification settings - Fork 10
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
RENDERERGL2: Strange shadows on skyboxes when looking through glass shaders #266
Comments
I looked into this a month ago and I don't know what's going on with the shadows. Rotating the player left/right rotates the shadows in front of you like a clock. Wrong shadow projection/axis maybe? I don't really know how the shadow mapping works. However it seems like all the glass shaders have a lightmap stage and |
I fixed the issue in ioquake3 by changing the shadow mapping instead of my previous suggested workaround to disable it on these shaders that happen to request no lightmap. ioquake/ioq3#680 |
Thanks a lot - cherry-picked into world of padman with 8eaf5e5 |
@zturtleman: It seems not to be fixed. The shadows appear different but are still there. See picture taken in wop_journey. Same in wop_padship. Not sure, did we miss something to pick from ioquake3 @mgerhardy? |
Nope - everything is picked - just verified again. UPDATE: still visible for me, too - just not in the same way and the same window I've checked before. |
Using using the latest wop code, I don't see the shadow in wop_journeyCTL. I think I checked all the windowed but what is the location from To debug this, change this line to worldofpadman/code/renderergl2/tr_backend.c Lines 1536 to 1542 in e172431
I guessing the epsilon need to be increased. Maybe try
I just used the existing DEPTH_MAX_ERROR constant in the file as an epsilon as it worked for me. I'm using AMD graphic card on Linux. Nvidia or different driver maybe have different precision and need a larger epsilon. (or I'm looking at the wrong window.) |
I added some screenshots with the viewpos coordinates. I hope this is suitable. I am running WoP on Windows 10 with some old AMD Radeon. GPU - AMD Radeon R9 200 Series Looks like there is a second ship. ;) |
Okay, I'm definitely not seeing the incorrect shadows in wop_journeyCTL and seems to be the same issue with shadow image in the screenshots. Times 2 was a guess, I don't have anything to properly base it on. Try |
|
|
I need to correct myself. The issues are not connected. It is also not possible to see the skybox/brushwork while looking through 2 glass window shaders with current code |
Okay, it seems reasonable to me. Before I merge ioquake/ioq3#684, are you done testing? I changed it from |
And thank you for taking care of this problem. This was the most visible drawback of the openGL2 renderer in WoP. |
Should be fixed with 63ab631 |
Shadows cast ok in the captain's room on my side. Visible through the window and while being inside of the room. But it looks on your screenshot like there is a little sun at the window bench but not at the table. I will keep this issue stated as fixed. We will see if more issues like this will occur during the beta tests. |
Just checked it on my Laptop running Manjaro Linux with an Nvidia GPU just to be sure that this issue is nothing distro or driver related. Well, it pretty much is. On my Laptop the shadows also show up fine like they're supposed to. :) |
One very strange thing is that the skybox gets shadows, but only when looking through a glass shader. Since WoP works a lot with glass shaders, I think this affects the user experience a lot when using the OpenGL2 renderer. Screenshots are take from PadShip but it also occurs in many other maps like CybJourney. Maybe @zturtleman could have a look because this should also appear with ioquake3. See example shader how it is used in PadShip to create the glass effect.
The text was updated successfully, but these errors were encountered: