Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Spoon on April 27, 2012, 12:08:19 pm
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First there was this bug with transparant texture turrets going to 0,0,0
Now I noticed that every glass texture is completely transparent (no matter how I try and alter the texture itself, glass is always completely transparent)
(http://img855.imageshack.us/img855/9382/screen0158.png)
With RC5
(http://img837.imageshack.us/img837/679/screen0157.jpg)
With Swifty's gpu awesomeness build
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I noticed that too. My GLASS_SOLID.dds texture which has a completely opaque alpha channel is...transparent like regular glass >.>
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dont call it GLASS. Its a heuristic in the code that makes all textures called glass ( case insensitive) transparent.
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dont call it GLASS. Its a heuristic in the code that makes all textures called glass ( case insensitive) transparent.
mah boi, this glass has been the same one that is found in the mediavp's. It has been pitch black for all this time. Why did it suddenly turn completely transparant inbetween builds?
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Dunno what to say here. I know that I can see no such error on RC5 or any other build, using MVP data.
Second, First there was this bug with transparant texture turrets going to 0,0,0
is this in Mantis? Cos this is the first time I have heard of this.
I sure would like some test data with which to reproduce this though.
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mah boi
This transparency is what all true warriors strive for.
Srsly tho its probable that swifty didnt take care of my transparency render deferring in his new render code. Cause it seems to me that this only happens in his build right?
and the "dont call it glass" was for droid
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Sure you don't want to just keep that effect? I like it.
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it looks like crap. why keep something that looks like crap. its a bug it should be fixed, not passed off as a feature.
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Dunno what to say here. I know that I can see no such error on RC5 or any other build, using MVP data.
It doesn't happen with RC5 (as demonstrated by the screenshot) but it definitely happens with somewhat more recent builds. I'd love to tell you from which commit or nightly number it happens but eh... no nightlies...
My only real guess is that this started happening after Valathil's change to transparency rendering.
Also, the majority of the MVP assets have the glass cockpit as part of the uvmap. That's why you won't suddenly see vasudan fighters with completely transparent cockpits in there.
Second, First there was this bug with transparant texture turrets going to 0,0,0
is this in Mantis? Cos this is the first time I have heard of this.
I sure would like some test data with which to reproduce this though.
http://www.hard-light.net/forums/index.php?topic=80558.0
This is a result of the transparency fix that was done by Valathil a few months back. When the transparency code is saving submodels to render last, the code is only saving the submodel's matrix relative to it's parent while not even saving model offsets. That's fine for any transparency submodels that are direct children of the main detail model and don't have an offset other than (0, 0, 0). Any transparent models that go deeper than one past detail0 and positioned elsewhere on the model will look incorrect.
Enabling Merged index buffers fixes this problem ingame though. (Not in the shiplab)
I didn't put it on mantis, since Swifty and Valathil are aware of it (and I think the most likely candidates to fix it)
mah boi
This transparency is what all true warriors strive for.
;)
Srsly tho its probable that swifty didnt take care of my transparency render deferring in his new render code. Cause it seems to me that this only happens in his build right?
Nein, it also happens with the first test build for the enabled weapon flyby sound that you gave me and such.
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It doesn't happen with RC5 (as demonstrated by the screenshot) but it definitely happens with somewhat more recent builds. I'd love to tell you from which commit or nightly number it happens but eh... no nightlies...
My only real guess is that this started happening after Valathil's change to transparency rendering.
So, why am I not seeing this with the BP models, using BP builds?
Also, the majority of the MVP assets have the glass cockpit as part of the uvmap.
What about the ones that are not set up this way, like the Ulysses, the Herc 2, the Pegasus, the Erinyes, the Ares....? They look fine to me....
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I dunno bro, you are an expert in coding, you tell me.
All I know that stuff suddenly changed between builds without me doing anything.
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I could fix it but id need both trunk and swifties code to compare and have an asset where it appears. (Includes the turret bug. Tho is was really sure when i coded that that it handled all depths of transformations but oh well).
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"Fixed" in trunk. "Fixed" because it breaks Lightshafts for cockpit models with glass polies that dont use the "-trans" keyword in their texture names. Lets see how many people complain about that then maybe there will be a fix.
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This too seems to be fixed.
Thanks for the hard work