ashene64 / open-sauce

Automatically exported from code.google.com/p/open-sauce
0 stars 0 forks source link

Apparent lack of transparent shaders on real-time-reflections #33

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
When using a .shader_environment tag that has real-time-reflections enabled, it 
appears that some transparent shaders, such as those of particles or "plasma" 
surfaces, do not draw.

What steps will reproduce the problem?

1. Create a map which uses a shader_environment which has real-time-reflections 
enabled. .Yelo or .map building does not appear to make a difference.
2. Load the map, cause some affected transparent shaders to be drawn (by firing 
a gun or throwing a grenade or activating a plasma shader)
3. Look on the real-time-reflective surface for reflections of the shaders. If 
Open Sauce is loaded, they do not draw. If Open Sauce is not loaded, they do 
draw.

What is the expected output? What do you see instead?
Expected [open sauce disabled]: 
http://dl.dropbox.com/u/10778064/misc/os/rtr-ce.png
http://dl.dropbox.com/u/10778064/misc/os/rtr-ce-b.png
http://dl.dropbox.com/u/10778064/misc/os/rtr-ce-c.png

Actual [open sauce enabled]
http://dl.dropbox.com/u/10778064/misc/os/rtr-os.png
http://dl.dropbox.com/u/10778064/misc/os/rtr-os-b.png
http://dl.dropbox.com/u/10778064/misc/os/rtr-os-c.png

What version of the product are you using? On what operating system?

This is using OS 3.0.1 on Windows 7. Graphics card is an NVIDIA Geforce GT 335M.

Please provide any additional information below.

Note that it does not appear to be stock game behavior to always draw particles 
on an RTR surface; there appears to be some automatic culling if the particles 
are in a different bsp-cluster.

Original issue reported on code.google.com by rmach...@gmail.com on 18 Feb 2012 at 2:33

GoogleCodeExporter commented 9 years ago

Original comment by kornma...@gmail.com on 18 Feb 2012 at 3:23

GoogleCodeExporter commented 9 years ago
Fixed in revision f3e7b9ea93f08ed2a05db02d664925c048efa485 (310).

Post processes were being applied during the reflection buffer pass, which 
messed with the render targets. Unloading the post processing system will make 
the reflections work correctly, just without any post processing effects of 
course.

Original comment by TheFieryScythe@gmail.com on 19 Feb 2012 at 2:39