Bug 5891 - OpenGL2: Sun shadows don't work correctly on multi-layer shaders
Status: RESOLVED FIXED
Alias: None
Product: ioquake3
Classification: Unclassified
Component: Video
Version: GIT MASTER
Hardware: All All
: P3 normal
Assignee: James Canete
QA Contact: ioquake3 bugzilla mailing list
URL:
Depends on:
Blocks:
 
Reported: 2013-03-05 14:36 EST by Zack Middleton
Modified: 2013-04-02 03:38:39 EDT
0 users

See Also:



Description Zack Middleton 2013-03-05 14:36:10 EST
It's easy to see isses in q3dm1 (small map, many multi-layer shaders) with r_forceSun 1. These issues are present in shaders used on other maps as well.

1. Shader looks unaffected by sun shadows (under Rocket Launcher, possibly shader under Plasma Gun, same issue with some other fire head shaders).

2. Top layer is transparent over scrolling image (see fire-head shader over doors to room with Plasma Gun).

3. Fake specular affects whole blood pool shader (should be limited to blood pool area). May be closely related to issue 2 (is top layer clip for specular?).

May be related: with r_lightmap 1 there are transparent white images (instead of solid white) on walls if r_forceSun is enabled.
Comment 1 James Canete 2013-04-02 03:38:39 EDT
This should be fixed now.