Closed kai-li-wop closed 2 years ago
I can confirm this.
I've got the same behavior when setting all values to default via settings -> defaults
. Likewise i was only able to get the Playermodels rendered proper by setting r_ignorehwgamma
to 1
.
Luckily only seems to affect the Playermenu tho. Everything is rendered fine Ingame.
Using WoP 1.6.2 on Windows 10, 64 bit here.
@mgerhardy: Please can you have a look a this issue. Maybe a default value is set wrong compared to prior WoP 1.6 or 1.5 releases?
which renderer are you using?
And the output of gfxinfo
and/or the log file would be nice.
And the output of
gfxinfo
and/or the log file would be nice.
This issue occured using OpenGL1
after resetting all settings to thier default value via settings -> default
.
The Models are appearing too bright no matter what when using the OpenGL2
Renderer.
Here is my gfxinfo
output after resetting all settings and using the OpenGL1 renderer:
The file reveals "GAMMA: hardware w/ 1 overbright bits". Shouldn't it be "GAMMA: hardware w/ 0 overbright bits"?
The file reveals "GAMMA: hardware w/ 1 overbright bits". Shouldn't it be "GAMMA: hardware w/ 0 overbright bits"?
r_overbrightbits
is set to 1
by default according to the console. Setting it to 0
fixes the glowing issue tho. r_overbrightbits 0
also looks still bright enough ingame (tested on Trashmap with otherwise default settings on the OpenGL1
renderer).
So maybe setting r_overbrightbits
to 0
by default is the quickest solution?
I think it should be set to zero by default for World of Padman. As far as I remember, it was the case since the standalone release. @mgerhardy: where are those default values set? Via default.cfg or directly in the code?
@mgerhardy: I could nail the issue down to tr_init.c of the opengl1 renderer, see r_Register. The old SVN code contains here something like:
` r_defaultChangedMarker = ri.Cvar_Get( "r_defaultChangedMarker", "", CVAR_ARCHIVE | CVAR_ROM );
if( r_defaultChangedMarker->integer<DEFAULTCHANGE071116 ) {
ri.Cvar_Set("r_ignorehwgamma","0");
ri.Cvar_Set("r_overBrightBits","0");
ri.Cvar_Set("r_defaultChangedMarker",va("%d",DEFAULTCHANGE071116));
}`
This is missing in the current code, please check the old SVN code. It makes sure that overbrightbits is set to 0 if ignore hwgamma is also set to 0, when setting values to default. I don't know why this was made in this way, but it is probably also relevant for the opengl2 and vulkan renderers.
with that change I set r_overBrightBits
to 0
if r_ignorehwgamma
is 0
(each frame) - so it's basically impossible to set r_overBrightBits
to 1
if r_ignorehwgamma
is not 0
. Is that fine? Or should this only be done at startup with the marker cvar hack from the svn?
I really cannot remember exactly why the cvar hack was done, but I still remember that it was done by Thilo. I think we had problems with a patch back in the days and we could not find another way to disable r_overBrightBits for existing installations with outdated configs in the user folder ... something like that. But in my point of view I don't see a reason for people not to enable r_overBrightBits if they want to. It could help people who cannot see the other players easily ... ok, I know we have the glowing playermodel feature to solve that ... but hey, they could then better the situation with enabling r_overBrightBits a little bit.
Usually r_overBrightBits should be disabled by default and that's why it would be enough simply to set the cvar to 0 as default value. As long as enabling/disabling r_ignorehwgamma does not cause also r_overBrightBits to be enabled achromatically we are safe. I see no reason any more to bundle both in this way.
After setting all values to default, the player model looks very bright, just like in the original Quake 3. However, r_gamma is set to 1 and ignore hardware gamma is turned off. The problem goes away when I turn it on, but actually it should be off so that you can always adjust the brightness yourself in the game. At least I think it was always off by default. Nevertheless, the model in the menu in the game itself was not so bright, even though r_gamma is set to 1.