Comments (11)
So it happens in eduke32.exe when built from the NBlood repository, but not upstream?
Could you try the branch tmp/nblood-engine
upstream? https://voidpoint.io/terminx/eduke32/-/commits/tmp/nblood-engine
If it has the issue too, could you bisect through the commits in that branch to see which one introduces the issue?
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@nukeykt I would be most comfortable if you pushed the fix to this repo
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Very strange, it's using the indexed tile atlas as a texture.
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confirmed it also happens with the cop-pig glow eyes in the latest Nblood code/project (HRP Mod), I have tracked back and the the code from Febuary works fine. I havent found at what point in time this got broken
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Eduke32 autoload folder
duke3D.zip
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@Hendricks266 the issue started here:
https://voidpoint.io/terminx/eduke32/-/tree/d53cefa84716fbbed647aa26d2f00fa77c6f5793
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@nukeykt do you know what's going on? It seems likely to me that the issue relates to the change to the fragment shader.
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looks like coordX, coordY were changed to vector at some point in mainline and broke shader compilation
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coord = mix(gl_TexCoord[4].xy,gl_TexCoord[4].yx,u_usePalette);
modCoordYnpotEmulationFactor = mod(coord.y,u_npotEmulation.y);
coord.xy = vec2(floor(modCoordYnpotEmulationFactor)*u_npotEmulation.x+coord.x, floor(coord.y*u_npotEmulation.y)+modCoordYnpotEmulationFactor);
newCoord = mix(gl_TexCoord[4].xy,mix(coord.xy,coord.yx,u_usePalette),u_npotEmulation.z);
something like this should work
EDIT: looks like there's typo in new optimized version, should be floor(coord.y*u_npotEmulation.w)
. Original code was coordY/factor
, while optimized version sets u_npotEmulation.y to factor
, u_npotEmulation.w to 1.f/factor
and then multiplies with .y value. Multiplying with latter makes more sense.
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@nukeykt thank you for the quick turnaround on this issue, I have tested it and looks to be fixed and working as expected!!! THANK YOU! 👍 💯
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Issue fixed with the following commit:
5094398
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