Xycaleth Posted October 21, 2014 Posted October 21, 2014 Looks like a bug in my recent change. I've fixed the problem now - update your code from Github Boothand and Tempust85 like this
Tempust85 Posted October 22, 2014 Posted October 22, 2014 Works now. It seems now though, I get weird black bits on any ghoul2 model that has "rgbGen lightingdiffuseEntity" in the .shader or .mtr. Models that don't use a shader have no issues.
Xycaleth Posted October 22, 2014 Posted October 22, 2014 Dammit can you post a screenshot? I've forgotten to do something and I didn't really test my changes very well.
Tempust85 Posted October 22, 2014 Posted October 22, 2014 Also, the model's face mesh disappears randomly. Not sure if these two issues are connected, or whether it's just faces or random parts of the model:
AshuraDX Posted October 22, 2014 Posted October 22, 2014 I've had those dark spots with my last rend-2 compile not on every run of the game though
Xycaleth Posted October 22, 2014 Posted October 22, 2014 @@DT85 Can't reproduce the issue. I've created a shader to add rgbgen lightingDiffuseEntity to all of Kyle's textures and it works fine for me. Do you have the old rend2 GLSL shaders in a pk3 somewhere perhaps? I've changed them a fair bit which could cause strange things to happen if they've not been updated.
Tempust85 Posted October 22, 2014 Posted October 22, 2014 Maybe it's my card or something that rend2 doesn't like. Anyways, I've been trying out cubemaps and I get this error when r_cubemapping is enabled. From first glance, it seems like it doesn't like platform toolset 120: var_PrimaryLightDir.xyz; // enable when point lights are supported as primary lights //sqrLightDist = dot(L2, L2); //L2 /= sqrt(sqrLightDist); NL2 = clamp(dot(N, L2), 0.0, 1.0); H2 = normalize(L2 + E); EH2 = clamp(dot(E, H2), 0.0, 1.0); NH2 = clamp(dot(N, H2), 0.0, 1.0); reflectance = diffuse.rgb; reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess); lightColor = u_PrimaryLightColor * var_Color.rgb; // enable when point lights are supported as primary lights //lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist); #if defined(USE_SHADOWMAP) lightColor *= shadowValue; #endif // enable when point lights are supported as primary lights //lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist); gl_FragColor.rgb += lightColor * reflectance * NL2; #endif #else lightColor = var_Color.rgb; #if defined(USE_LIGHTMAP) lightColor *= lightmapColor.rgb; #endif gl_FragColor.rgb = diffuse.rgb * lightColor; #endif gl_FragColor.a = diffuse.a * var_Color.a; #if defined(USE_GLOW_BUFFER) out_Glow = gl_FragColor; #else out_Glow = vec4(0.0); #endif } compile log: 0(345) : error C7533: global function textureCubeLod is deprecated after version 120 recursive error after: Couldn't compile shader
Tempust85 Posted October 23, 2014 Posted October 23, 2014 @@Xycaleth The black bits goes away if I turn off normal mapping.
Xycaleth Posted October 23, 2014 Posted October 23, 2014 Hm maybe I need to add a normal map. That would make sense. EDIT: With parallax mapping too? Can you send me the textures/shaders? Would save me having to guess what to put on the textures and stuff And I'll fix that shader compile error tomorrow evening or during the weekend. Should be a simple fix.
Tempust85 Posted October 23, 2014 Posted October 23, 2014 It happens on models that do not have normal maps or even shaders. Good example is the jedi model (not jaden). I've removed ALL of my mods and i'm just running openJK with base assets. It could be an issue that was brought about at the same time as mesh holes, which is when you changed the normal map code for ghoul2. As AhsuraDX said, this & mesh holes happen randomly and not everytime.
AshuraDX Posted October 23, 2014 Posted October 23, 2014 Exactly , and the "mesh holes" occured on models without rend2 shaders for me - I did not notice them on the AT-ST or any of the sabers I outfitted with rend2 shaders - but I may have overlooked them because of their small size on screen
Xycaleth Posted October 23, 2014 Posted October 23, 2014 @@DT85 @@AshuraDX are you using Nvidia graphics cards? There can be differences between the way different vendors handle strange numbers which could be why I'm not seeing them. I'm using an AMD graphics card.
ensiform Posted October 23, 2014 Posted October 23, 2014 @@DT85 The version it is referring to is not related to VS Platform Toolset. Tempust85 likes this
AshuraDX Posted October 23, 2014 Posted October 23, 2014 @@DT85 @@AshuraDX are you using Nvidia graphics cards? There can be differences between the way different vendors handle strange numbers which could be why I'm not seeing them. I'm using an AMD graphics card.yep, I am (GTX 460)
Tempust85 Posted October 23, 2014 Posted October 23, 2014 GTX 640. Sounds like an NVIDIA card compatibility issue with rend2 which is good (meaning the code isn't borked), but also bad (you'll probably need to do extra coding that's NVIDIA specific).
Xycaleth Posted October 23, 2014 Posted October 23, 2014 It could also mean there's a problem with rend2 and the problem doesn't manifest itself on AMD cards which is bad
Tempust85 Posted October 24, 2014 Posted October 24, 2014 That's why I'm the n00b and you're the programmer guy, you know much.
CzarHellios Posted October 24, 2014 Posted October 24, 2014 I run a video card that I read on the forums, 3.0, that can run Rend2. Intel card, but I cannot run Rend2. In the event I am not ignorant and or stupid, then I may of provided quality information! I hope I did!
Xycaleth Posted October 24, 2014 Posted October 24, 2014 3.0 is a number not a video card I'm guessing it's the version of OpenGL your video card supports, which isn't high enough to run rend2.
CzarHellios Posted October 24, 2014 Posted October 24, 2014 Xycaleth, I...Googled that and somehow I found a "3.0 Video-Card." I wonder if that makes me less, or more....---Anywhose buying a new card. What are the best specs for your wonderful baby? My beautiful graphics....Oh Yes. ./Me Signs away soul. You have a slave sir. Task me to something.
Xycaleth Posted October 24, 2014 Posted October 24, 2014 Maybe it's my card or something that rend2 doesn't like. Anyways, I've been trying out cubemaps and I get this error when r_cubemapping is enabled. From first glance, it seems like it doesn't like platform toolset 120: - snip - compile log: 0(345) : error C7533: global function textureCubeLod is deprecated after version 120 recursive error after: Couldn't compile shader Fixed in my latest commit Stoiss, Tempust85 and Archangel35757 like this
Tempust85 Posted October 25, 2014 Posted October 25, 2014 @@Xycaleth, when you implement dlights that project shadows & reflection (as in mirror-like reflection), I'll make a rend2 conversion of an existing map. Right now, I've been toying with FFA1 but it doesn't look as good as I'd like.
Xycaleth Posted October 25, 2014 Posted October 25, 2014 @@Xycaleth, when you implement dlights that project shadows & reflection (as in mirror-like reflection), I'll make a rend2 conversion of an existing map. Right now, I've been toying with FFA1 but it doesn't look as good as I'd like.What do you mean by dlights that can project/do reflections? Reflections are a property of the materials, not the light O.o
CzarHellios Posted October 25, 2014 Posted October 25, 2014 I invoke the holy supreme name of Microsoft, and Windows Vista. Best and most secure OS.
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