onnoj / DeusExEchelonRenderer

Fixed-Function Pipeline renderer for Deus Ex (2000), for use with Nvidia's RTX Remix
MIT License
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Lamp asset glitch #9

Closed shelterx closed 5 months ago

shelterx commented 5 months ago

Pressing F12 to enable "flashlight" and toggling the lamp on the desk in the training mission makes the lamp on the desk disappear, quite possible it might happen to other assets as well. OpenGL renderer: image Echelon Renderer image

The lamp on the desk also does not emit any light source when toggled on when using echelon.

onnoj commented 5 months ago

hah, that's amazing, I'll investigate :D Default rtx.conf?

On Mon, Apr 15, 2024 at 3:10 PM shelterx @.***> wrote:

Pressing F12 to enable "flashlight" and toggling the lamp on the desk in the training mission makes the lamp on the desk disappear, quite possible it might happen to other assets as well. OpenGL renderer: image.png (view on web) https://github.com/onnoj/DeusExEchelonRenderer/assets/8688458/488c8622-f1cf-4c3d-9e53-930f27e51b12 Echelon Renderer image.png (view on web) https://github.com/onnoj/DeusExEchelonRenderer/assets/8688458/b144fead-fd15-4ced-ba9d-5b23f8aba032

The lamp on the desk also does not emit any light source when toggled on when using echelon.

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shelterx commented 5 months ago

I haven't changed anything really

shelterx commented 5 months ago

It seems like just turning on the lamp makes it disappear, it's more visible in v0.1.18 (pressing F12 just makes it even more visible). image

UnklePhunkle commented 5 months ago

must be the same transparency effect used when picking an object up. I don't know the inner workings of the game, but it seems like the lamp is has the wrong flags for what should happen when interacted with.

onnoj commented 5 months ago
I don't have a lot of time to investigate, but, the difference in the renderer between the light turned on and off is the following blend state: On Off
Alpha Blend Enable: True Alpha Blend Enable: False
Blend Operation: D3DBLENDOP_ADD Blend Operation: D3DBLENDOP_ADD
Blend Source: D3DBLEND_ONE Blend Source: D3DBLEND_ONE
Blend Destination: D3DBLEND_INVSRCCOLOR Blend Destination: D3DBLEND_ZERO
Blend Factor: D3DCOLOR_ARGB(0xff,0xff,0xff,0xff) Blend Factor: D3DCOLOR_ARGB(0xff,0xff,0xff,0xff)
Separate Alpha Blend Enable: False Separate Alpha Blend Enable: False
Alpha Blend Operation: D3DBLENDOP_ADD Alpha Blend Operation: D3DBLENDOP_ADD
Alpha Blend Source: D3DBLEND_ONE Alpha Blend Source: D3DBLEND_ONE
Alpha Blend Destination: D3DBLEND_ZERO Alpha Blend Destination: D3DBLEND_ZERO

I'll see what I can find later. Might be that the texture is having the PF_Translucent flag added. Wondering if it should be unlit instead.

onnoj commented 5 months ago

Should be fixed now! https://github.com/onnoj/DeusExEchelonRenderer/releases/tag/v0.2.2