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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000269 | Zandronum | [All Projects] Bug | public | 2011-01-27 14:03 | 2024-01-29 15:52 | ||||
Reporter | Gez | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000269: HQnX transparency issue | ||||||||
Description | As explained here, some transparent textures lose transparency with HQnX and the transparency detection system does not handle them. This can be seen with one particular texture of Epic 2. Interestingly, in Skulltag, the phenomenon seems to be a bit different from in GZDoom as it seems the level of brightness (or presence of dynamic lights, at least) on the other side of the linedef has an influence on whether or not the line is transparent. In GZDoom, they were consistently opaque, no matter what. Here is a gallery of screenshots og the Ogdoad map from Epic 2, taken in Skulltag, and showing the faulty TBAR20 texture, sometimes opaque, sometimes transparent. Tested mostly with HQ4X, but HQ2X and HQ3X did the same thing too. | ||||||||
Steps To Reproduce | Use HQ4X and play MAP28: Ogdoad from Epic 2. Pay attention to the TBAR20 textures whenever they appear. The screenshots can help you find them. | ||||||||
Attached Files | tbar_test.wad [^] (24,473 bytes) 2011-01-28 02:30 | ||||||||
Notes | |
(0000883) Torr Samaho (administrator) 2011-01-28 02:00 |
As already noted in the linked report, this seems to be a bug inside HQnX. I'm not familiar with the inner workings of the algorithm, but could have a look inside. Can somebody make a small example wad that shows the difference between TBAR20 and TBAR04? |
(0000884) Gez (reporter) 2011-01-28 06:46 |
There is a strange interaction between this bug and dynamic lights. The presence of a dynamic light actor (even not one that is shining) will make the texture transparent if on the same side as the light. (This can be noticed by firing with the pistol on that test map. Use the automap cheat to view actors and you'll see that you leave a static dynamic light actor behind you.) Switch sides and shoot again, now it's the new side that's see-through and since the dynlight actor updated its position the old side no longer is. You can also try summon objects like the redtorch on both sides and it'll work apparently flawlessly. |
(0000885) Torr Samaho (administrator) 2011-01-28 12:30 |
Hmm, the presence of dynamic lights should have no influence on the data that the renderer passes to the HQnX algorithm, should it? |
(0000890) unknownna (updater) 2011-01-29 05:00 |
Gez is right. I also noticed this behavior while making the test map. |
(0010257) Dusk (developer) 2014-09-07 15:15 |
'https://github.com/coelckers/gzdoom/commit/e29fce6951c70e5c2036e6dfc4ccf0fe38f24f00 [^]' |
(0023034) Ru5tK1ng (updater) 2024-01-29 15:52 |
GZdoom fix was added in 3.x. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2011-01-27 14:03 | Gez | New Issue | |
2011-01-28 02:00 | Torr Samaho | Note Added: 0000883 | |
2011-01-28 02:01 | Torr Samaho | Status | new => feedback |
2011-01-28 02:30 | unknownna | File Added: tbar_test.wad | |
2011-01-28 06:46 | Gez | Note Added: 0000884 | |
2011-01-28 06:46 | Gez | Status | feedback => new |
2011-01-28 12:30 | Torr Samaho | Note Added: 0000885 | |
2011-01-28 12:30 | Torr Samaho | Status | new => feedback |
2011-01-29 05:00 | unknownna | Note Added: 0000890 | |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2014-09-07 15:15 | Dusk | Note Added: 0010257 | |
2015-06-06 23:44 | unknownna | Steps to Reproduce Updated | View Revisions |
2024-01-29 15:52 | Ru5tK1ng | Note Added: 0023034 | |
2024-01-29 15:52 | Ru5tK1ng | Status | feedback => resolved |
2024-01-29 15:52 | Ru5tK1ng | Resolution | open => fixed |
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