Bug 5863 - rend2 and alpha textures shaders
Status: RESOLVED FIXED
Alias: None
Product: ioquake3
Classification: Unclassified
Component: Video
Version: GIT MASTER
Hardware: PC Linux
: P3 minor
Assignee: Zachary J. Slater
QA Contact: ioquake3 bugzilla mailing list
URL:
Depends on:
Blocks:
 
Reported: 2013-01-07 16:07 EST by Barto
Modified: 2013-01-08 00:34:13 EST
1 user (show)

See Also:


Attachments
3 screenshots (990.00 KB, application/zip)
2013-01-07 16:07 EST, Barto

Description Barto 2013-01-07 16:07:32 EST
Created attachment 3322 [details]
3 screenshots

Hi,
This is my first bug report in bugzilla, I hope that I am doing it right.

I just tested the new renderer called rend2 and I got some issue in q3dm11 at the windows that are near the underground tunnel that leads to the teleporter. (between the LG and the medkit item)
If you get there, you will notice that you are able to see a shape that looks like the void. I suppose this issue comes when the engine is using some textures that needs a specific alpha channel from a shader (like the vents in this map too f.e.).
I haven't modified any other variables apart from cl_renderer.

I have tested and got the same problem on two machines (resp. running Debian Wheezy/Testing and Arch Linux). For both machines, I am using the latest SVN/Git revision compiled on the same machine (new vm included).

I am joining few picture that illustrates the problem:
opengl1_vanilla.jpg - what you want to have (cl_renderer opengl1)
rend2_1.jpg - you can see the deformed shape
rend2_2.jpg - after shooting few bullets
Comment 1 James Canete 2013-01-08 00:34:13 EST
Pushed a fix, turns out depth prepass didn't use correct texture coordinates with alpha tested materials.