Bug 6155 - OpenGL2: some shader stages remains visible through fog volumes (wallmarks etc.).
Status: RESOLVED FIXED
Alias: None
Product: ioquake3
Classification: Unclassified
Component: Video
Version: unspecified
Hardware: PC All
: P3 normal
Assignee: James Canete
QA Contact: ioquake3 bugzilla mailing list
URL:
Depends on:
Blocks:
 
Reported: 2014-05-11 07:42 EDT by Kuehnhammer Tobias
Modified: 2014-08-29 03:55:15 EDT
1 user (show)

See Also:


Attachments
screenshot 'visibility through fog volume' (e.g.: q3tourney5) (175.19 KB, image/jpeg)
2014-05-11 07:42 EDT, Kuehnhammer Tobias

Description Kuehnhammer Tobias 2014-05-11 07:42:49 EDT
Created attachment 3447 [details]
screenshot 'visibility through fog volume' (e.g.: q3tourney5)

OpenGL2:

Bug/issue:
Some texture/shaders stays visible inside a fog volume. Visibility of these textures/shaders should decrease (as with renderer1).
This issue happens to some items (see attached screenshot), impact wallmarks, blood sprites, flame textures and so on.

How to reproduce:
Start any map with a fog volume (e.g.: q3tourney5). Fire some bullets on walls and have alook at them over long distance through fog. The impact marks remains visible. Or have a look on 'health items' glow texture, they also remains visible even on long view distance. The same is true for flames on torches, blood sprites etc.

Note:
An expert told me: "Fog color/settings are suppose to be applied to each surface drawn, but is not."
This might cause the bug!

Thank you!

Kuehnhammer Tobias