|Anonymous | Login | Signup for a new account||2021-06-13 14:54 UTC|
|My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My Account|
|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003882||Zandronum||[All Projects] Bug||public||2021-02-23 20:10||2021-02-23 23:47|
|Target Version||Fixed in Version|
|Summary||0003882: GLDEFS HardwareShader: passing texture uniform is non-functional|
|Description||Title sums it up, pretty much. The syntax|
Texture uniformname "texturename"
properly assigns a shader to the TEXTNAME texture, but Texture uniformname "texturename" doesn't set the uniform sampler2D uniformname to the corresponding texture. The game doesn't crash on startup or anything, the texture is just pitch black.
|Attached Files||ShaderTextureUniformTest.pk3 [^] (8,968 bytes) 2021-02-23 23:47|
To add to this, the issue never got fixed in GZDoom itself, instead opting to eventually (like 4 years later) add materials.
I personally believe it's worth fixing for Zandronum 3.1, as 4.0 will likely take an extremely long time and on top of that the minimum supported OpenGL version will jump up to 2.0 (if not 3.3). A GL2-compatible version with decent shader capabilities, and on top of that shaderless GL1.4 compatibility would be fantastic, as there's no such other thing around.
Attached is a test pk3. Actor "ShaderTexTest" uses the feature, but it instead samples the main texture (which is green), not the secondary texture (which is a rainbow).
|Only registered users can voice their support. Click here to register, or here to log in.|
|Opponents:||No one explicitly opposes this issue yet.|
|2021-02-23 20:10||TDRR||New Issue|
|2021-02-23 23:47||TDRR||File Added: ShaderTextureUniformTest.pk3|
|2021-02-23 23:47||TDRR||Note Added: 0021603|
Questions or other issues? Contact Us.
|Copyright © 2000 - 2021 MantisBT Team|