Closed ShroomKing closed 6 years ago
So basically, when underwater everything get's pitch black and it's not really possible to see a thing aside from the water surface. first 2 screenshots are how it's supposed to look like and how it looked like on Software renderer vitaQuake
and the following screenshots are how it currently looks like on vita-glQuake
Also it seems like some particles are missing(Blood particles for example)
Other than that thanks for your work on this, the progress is impressive, and it rarely ever drops below 60fps(at max cpu/gpu/bus speeds)
Do you have a screenshot from original glQuake? glQuake is well known to be a lot darker if compared to winQuake, i wouldn't be surprised if this is a glQuake "feature".
This is how glQuake looks on my pc when underwater:
obviously i can see the floor/walls etc.
on vita-glQuake there is no geometry AT ALL when underwater, everything is just black.
Putting some reference here if someone wants to work on the issue:
The issue was not present before moving from vitaGL standard shaders to custom specialized shaders. With that being said, the issue came out from https://github.com/Rinnegatamante/vitaQuake/commit/24e883897482d280c5055255083df883c39261ac this commit or a later one, surely not from a previous one.
Issue is related to lightmaps. Using r_fullbright to disable lightmaps actually fixes the issue.
The function causing this bug is DrawGLWaterPolyLightmap in gl_rsurf.
Underwater looks great now with vitaquake v2.6. Everything is visible and the warping effect is present :)
v.2.6 introduced a temporary fix that disables lightmaps. Issue is still here if underwater lightmaps are enabled like they should be.
Thanks for the clarification.
Solved, was a bug in vitaGL.
Sorry, accidentally pressed enter and opened an issue without adding a description, i'll explain what i mean in a couple minutes + will add a couple screenshots