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#153 Some pixels/lines not correctly plotted (dynamic lighting)

Non-Fatal
open
nobody
3
2005-02-14
2005-02-11
Darren Salt
No

Often, floors and ceilings aren't quite filled in
properly: pixels are left untouched by the renderer, or
partially-visible walls or floors show through (there
is an example of this near the top of the attached
screenshot). Dynamic lighting must be enabled and light
sources must be present for this to occur.

Other possibly relevant details: XFree86 4.3.0.dfsg.1;
kernel.org kernel Radeon driver (currently running
2.6.10-as3); Radeon 7000 (RV100).

Discussion

  • Andrew Apted

    Andrew Apted - 2005-02-14
    • priority: 5 --> 3
    • status: open --> open-later
     
  • Andrew Apted

    Andrew Apted - 2005-02-14

    Logged In: YES
    user_id=11869

    Known problem (also under the
    "Graphical Oddities" bug).

    It happens because use a Level-Of-Detail
    algorithm to divide floor and ceiling polygons.
    This means that the edges of some polygons
    (a closer one which gets split, and a further
    away one which doesn't), the vertices used
    to draw the polygon along that edge are
    different. In this case OpenGL doesn't
    guarantee that the edge will be filled by pixels,
    and indeed single pixel gaps do occur.

    I have developed a new method for dynamic
    lighting which doesn't need to split polygons,
    and greatly improves this situation. There
    wasn't enough time to finish it for 1.29 though.

     

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