Bug 5991 - OpenGL2: Partially black shaders in q3dm0
Status: RESOLVED FIXED
Alias: None
Product: ioquake3
Classification: Unclassified
Component: Video
Version: GIT MASTER
Hardware: PC Linux
: P3 normal
Assignee: James Canete
QA Contact: ioquake3 bugzilla mailing list
URL:
Depends on: 5979
Blocks:
 
Reported: 2013-07-19 04:53 EDT by Zack Middleton
Modified: 2013-09-21 06:40:33 EDT
0 users

See Also:


Attachments
Screenshot of black monitor and blood. (391.25 KB, image/png)
2013-07-19 04:53 EDT, Zack Middleton

Description Zack Middleton 2013-07-19 04:53:33 EDT
Created attachment 3367 [details]
Screenshot of black monitor and blood.

Some of the shaders in q3dm0 are partially black in OpenGL2 renderer when r_hdr is 1 (the default). Setting r_hdr to 0 fixes the issues.

Broken shaders (monitors, blood pool):
textures/base_wall/comp3
textures/base_wall/comp3b_dark
textures/base_wall/comp3c
textures/base_floor/diamond2cspot

Working monitors (on left and right sides of pillar with mirror):
textures/base_wall/medal_impressive
textures/base_wall/q3tourneyscreen

See baseq3/pak0.pk3/scripts/base_wall.shader and base_floor.shader

I think issue is related to "blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA". I haven't tested if it's specific to $lightmap stages.
Comment 1 James Canete 2013-08-23 04:07:06 EDT
It looks like this is TCGEN_ENVIRONMENT related.  I've touched that code recently in https://bugzilla.icculus.org/show_bug.cgi?id=5979 , and it looks like with that patch it fixes the problem, so I'll just link that as a dependency.
Comment 2 Zack Middleton 2013-09-21 06:40:33 EDT
Patch for bug #5979 pushed, issues fixed.