Novum / vkQuake

Vulkan Quake port based on QuakeSpasm
GNU General Public License v2.0
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Particles appear as right-angled triangles if rendered at a distance. #194

Closed Tintin-Asterix closed 4 years ago

Tintin-Asterix commented 5 years ago

With my PC on the GTX 1080, it always renders the distant particles as triangles no matter the video settings I use.

(On a side note specifically for integrated Intel graphics 615: anisotropic filtering actually forces linear texture filtering on everything preventing the ability to have nearest neighbour + anisotropic on at the same time. Even the menu/HUD/console incorrectly has linear filtering applied to it. Intel graphics isn't so hot with Vulkan.)

Win10 w. latest drivers etc.

Screenshot is from Halloween Jam 2 - Misadventure Galley

2019_11_10_00_47_22_vkquake0080 png_336_Layer_1_RGB_8_

Rikoshet-234 commented 5 years ago

yea, i have that problen too. when i shot monsters or something else, i give that strange triangles on the distance instead of circles. and it not depends what fov you use

Novum commented 5 years ago

This is the original behavior of glQuake too. It's drawing one triangle instead of two for each quad. When I ported from QuakeSpasm I used that path because it was easier. Will fix it at some point.

Novum commented 4 years ago

ad3588e37e32d9423697d51922dbf89780a3313a image

Rikoshet-234 commented 4 years ago

spasm0000 spasm0001 unfortunately the problem is not completely solved, this is what quakespasm looks like vkquake0003 vkquake0000 and thats vkQuake

Rikoshet-234 commented 4 years ago

looks like a problem with alpha blending in the shader

Rikoshet-234 commented 4 years ago

because quakespasm looks absolutely normaly when r_quadparticles set to 0