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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0003882 | Zandronum | [All Projects] Bug | public | 2021-02-23 20:10 | 2025-05-05 14:17 | ||||||||
Reporter | TDRR | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 3.1-beta | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0003882: GLDEFS HardwareShader: passing texture uniform is non-functional | ||||||||||||
Description | Title sums it up, pretty much. The syntax HardwareShader "TEXTNAME" { Shader "shader.fp" 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 | ![]() | ||||||||||||
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TDRR (reporter) 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). |
Codesphere (reporter) 2024-05-19 04:19 |
Sorry to bump this, but I second trying to fix this issue, perhaps in time for Zan 3.2. From what I could see in the Zan 3.1 source, it looks like the code to try and implement the "Texture" GLDEFS parameter in HardwareShader was simply never finished, calling glUniform1i and just passing a constant 1 to the uniform (it also is specifically looking for "texture2" as the uniform name?). I do feel like the work for this is already half there or something, it just needs to be finished up where applicable starting in gl_shader.cpp. |
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Supporters: | EpicTyphlosion Codesphere unknownna |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
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 | |
2024-05-19 04:19 | Codesphere | Note Added: 0023705 |
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