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Comments (14)

sezero avatar sezero commented on August 12, 2024

Can't see what the issue is (just woke up), does vkquake have the issue?

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Flecked42 avatar Flecked42 commented on August 12, 2024

Yes vkQuake also has the issues.

Sorry the images are a bit dark, but load the saves and you will see.

First image is some weird transparency issue while looking in the water.
Second image is some pipes that look invisible.

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vide0hanz avatar vide0hanz commented on August 12, 2024

To me the second screenshot looks like an issue I've been noticing in both vkQuake and QS with certain map geometry and character models are rendering as pitch black. Firing a weapon nearby does illuminate them, however - but otherwise they appear as completely black objects.

Is this accurate or totally different?

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sezero avatar sezero commented on August 12, 2024

Sounds like it -- and hasn't it always been that way?
It happens rarely and sounds minor to me.

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vide0hanz avatar vide0hanz commented on August 12, 2024

It's minor and I'm not even sure how to properly debug it, but fwiw I've only noticed this in the rerelease content, and Arcane Dimensions.

I've got some screenshots I can share later if that's helpful (not at my PC at the moment).

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sezero avatar sezero commented on August 12, 2024

@ericwa or @Novum would be much more helpful than me in opengl matters.

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Novum avatar Novum commented on August 12, 2024

There is no transparency sorting in either QuakeSpasm or vkQuake. I had a branch with code that fixes this by traversing the BSP back to front, but it's slower and because QS doesn't do it either I put it aside. This has been the case for a very long time.

As for the black objects: Is this not happening in other source ports?

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vide0hanz avatar vide0hanz commented on August 12, 2024

@Novum I've observed black geometry and character models in both vkQuake and QSS. Wasn't sure if it was ever worth bringing up though, since I never knew if it was a renderer thing or a lightmap thing, and it happens in both source ports.

I can create a more detailed report regarding some rendering issues on the vkQuake repo if you want. I've noticed some other weird lighting issues, specifically with the mg1 content in the new start hub area.

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Flecked42 avatar Flecked42 commented on August 12, 2024

spasm0000
Black monster issue can happen when the monsters are above these grates in mge1m1.

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vide0hanz avatar vide0hanz commented on August 12, 2024

vkquake0001

To add to what @Flecked42 posted - this was observed in Arcane Dimensions, both via vkQuake and Quakespasm, also above a grate.

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Novum avatar Novum commented on August 12, 2024

I've def. seen the black lighting before & always assumed it's just a bug from how the original Quake dynamic model lighting was baked for the map.

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Flecked42 avatar Flecked42 commented on August 12, 2024

To me the second screenshot looks like an issue I've been noticing in both vkQuake and QS with certain map geometry and character models are rendering as pitch black. Firing a weapon nearby does illuminate them, however - but otherwise they appear as completely black objects.

Is this accurate or totally different?

The second image is not black geometry. It shows some pipes that look invisible.

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Flecked42 avatar Flecked42 commented on August 12, 2024

spasm0000
Further investigating the black monster issue, it seems to happen when monsters are above skip brushes or other non 'world' brushes.

Spoike said:

monsters get their lighting from a variation of a downwards traceline to sample the surface below.
the trace only goes about 256 units or so
and only impacts world, not doors/func_wall/etc

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sezero avatar sezero commented on August 12, 2024

These issues are fixed in the git repo. Closing.

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