Work at SourceForge, help us to make it a better place! We have an immediate need for a Support Technician in our San Francisco or Denver office.

Close

#397 Incorrectly rendered lightingFX textures

Rendering Error
open
nobody
MGA OpenGL (56)
5
2001-12-20
2001-12-20
Vesa Halttunen
No

In Return to Castle Wolfenstein there are lots of
(dynamic) lighting effects that seem to be somehow
applied to textures. In some cases these textures get
rendered so that at some depths the correct
effect-enabled texture is shown and at some depths the
normal texture is shown. When the camera moves these
depths change as well so the texture shows up as a
flickering mess. I'll attach two screenshots showing
the problem.

The dynamic lights look nice and this problem comes up
even without dynamic lighting in some occasions.
Is this another multitexturing related bug? Is there a fix?

I'm using a recent CVS version of XFree86 (4.1.99.1)
and glxinfo says
OpenGL renderer string: Mesa DRI G400 20010622 AGP 2x
x86/MMX/SSE
OpenGL version string: 1.2 Mesa 3.4.2

Discussion

  • Vesa Halttunen
    Vesa Halttunen
    2001-12-20

    A screenshot showing the problem (with dynamic lighting)

     
    Attachments
  • Vesa Halttunen
    Vesa Halttunen
    2001-12-20

    The same scene without dynamic lighting

     
    Attachments
  • Logged In: YES
    user_id=2063

    There is no native binary of Wolf SP available at this time.
    So those screenshots must show up when the game is ran
    emulated under wine. God knows what's happening in this case.

     
  • Vesa Halttunen
    Vesa Halttunen
    2001-12-20

    Logged In: YES
    user_id=110126

    Oh please.

    ftp://ftp.idsoftware.com/idstuff/wolf/linux/wolfmp-linux-1.0.b2.x86.run

    There's a native Linux binary for you. Sure, it's the
    multiplayer version but the very same thing is happening
    there as well (yes, I've tried, want screenshots from that
    as well?). Please see for yourself if you're that
    suspicious. For example try the "castle" multiplayer level
    and plant a dynamite near the hallway gate. The dynamite
    lights up the area (green light before you arm it, red
    afterwards) and the same rendering error occurs.

     
  • Vesa Halttunen
    Vesa Halttunen
    2001-12-20

    Logged In: YES
    user_id=110126

    (TTimo, I'm SURE You knew this already... Sorry for not
    being precise in the original bug report but since I did
    check the native MP test and found exactly the same
    behaviour I thought it wouldn't matter if I'd use the
    screenshots from Wine - the bug looks the same. I'm not
    trying to be annoying here. :))

     
  • Logged In: YES
    user_id=2063

    I sure know about those files yes :-)

    It's the first Z-fighting problem with Wolf I see reported.
    So I guess it's a G400 specific issue, or something with
    your compiled stuff. I'll track this in our internal bug
    database, but I'd rather let a DRI / Matrox guru look at it
    prior to deciding it's a pb with the engine.

     
  • Vesa Halttunen
    Vesa Halttunen
    2001-12-20

    Logged In: YES
    user_id=110126

    Just out of curiosity: does Wolf render an extra "lighting"
    face near the "plain surface" with semi-transparent alphas
    for these dynamic lights or how is it implemented? (Yeah,
    the bug actually does look like all Z-buffer bugs..)

     
  • Vesa Halttunen
    Vesa Halttunen
    2002-06-21

    Logged In: YES
    user_id=110126

    The final native game has the same problems.