jdolan / quetoo

Quetoo ("Q2") is a free first person shooter based on id Tech2. GPL v2 license.
http://quetoo.org
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Depth pass and occlusion issues #602

Closed jdolan closed 3 years ago

jdolan commented 3 years ago

Both 1 and 2 are likely an issue with our use of glPolygonOffset. I have never understood the intended usage of the offset and factor parameters to that function. Someone who does could probably fix both issues in short order.

quetoo009

quetoo010

Just the small difference in view origin from cg_bob 1 is enough to teeter on the occlusion query. You can see in one shot, the func_plats, flares and fireballs are all missing and then present the next frame.

I've tried expanding the view origin bounding box when determining if we are inside an OQ. I don't know if the OQ is being culled the moment we're just outside of it, even tho it is still in front of us? I don't know what is causing this, but the flickering it produces happens often enough that we need to address it.