ptitSeb / gl4es

GL4ES is a OpenGL 2.1/1.5 to GL ES 2.0/1.1 translation library, with support for Pandora, ODroid, OrangePI, CHIP, Raspberry PI, Android, Emscripten and AmigaOS4.
http://ptitseb.github.io/gl4es/
MIT License
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Return To Castle Wolfenstain Reboorn #106

Open kas1e opened 5 years ago

kas1e commented 5 years ago

Howdy !

Did you tried to port it to Pandora ? :) Huno did a port of it on amigaos4, and while all fine, it have some interesting issues, which probabaly again our ogles2/warp3dnova, but just to be sure that you don't have it (if you port it already before?)

Issue is that in second level, on some tower at top, i can see some blinking textures on the floor. As well as some strange white lines in some parts of the walls.

See what i mean:

https://youtu.be/nBVKit7tPPU

Main issue there is those blinking floors textures, but also if you will watch carefull on the walls , you can see some strange white lines (when seems one texture connected to another one, that one maybe even shaders related, as not every texture surfer from it).

With LIBGL_BEGINEND 0/1 it change nothing, as probabaly it the same usage of gldrawelements, etc as in quake3 , and LIBGL_BATCH 20 also didn't change those bugs too.

ptitSeb commented 5 years ago

Nope, I haven't tried to port it on the Pandora yet... I watched the video.. Seems to me this is just some Z-fighting issue. Maybe the depth buffer has an insuffisant resolution ?

Beeing a quake3 engine based game (I assume the Reborn is still based mostly on RTCW engine), yeah, LIBGL_BEGINEND will do nothing, and LIBGL_BATCH will do nothing too.

ptitSeb commented 5 years ago

Also, I think there is an issue with the stone walls of this castle. I don't think this is how there are supposed to be. There are way too dark, and lack details (if I compare to the wooden floor).

kas1e commented 5 years ago

It can be because of "low" settings mode, or something of that sort .. I was able to catch that "white line on the wall" issue on the video too, and it in reality not white one, but transparent, and it was looks white because sky-color trying to showup over it. Check this out:

https://youtu.be/_6YQq9mHxiY

kas1e commented 5 years ago

And probabaly stone walls too dark because of my capturing device, they fine in reality, i take a screenshot: https://ibb.co/k1V0jJy

ptitSeb commented 5 years ago

Well, that white line is simple the 2 sides taht are not perfectly aligned. Not sure it's a bug anywere. Just an issue with the game assets themself.

(I really found that stone texture ... not nice... especialy compare to the other textures... But that's probably nothing).

kas1e commented 5 years ago

Playing lately a lot with both games : old RTCW which compiled over minigl and new RTCW Reborn compiled via GL4ES. Reborn have some bugs inside of game as i point out (and they very well can be just issues because of game itself), but what i notice, is that in some places of game there is some radical FPS drop (on the same place but in minigl version, there is no such fps drop). It make me thinking that again, it can be some bug in Reborn's game code itself which cause that , or , can it be that there for example a lot of small details involved or something , which drops fps a lot over gl4es ?

Is it worth to invistigate, i mean, are you in intersest to find out if it gl4es at all cause fps drop there ?:)

ptitSeb commented 5 years ago

Well, if there are some bottleneck inside gl4es, I'm always interrested in knowing them so I can try to remove them. Now, RTCW reborn is somehow a different engine than regular RTCW. I haven't try anything around this project yet, but maybe there are some use of complex shaders, or imported geometry that make the games more beautiful but much slower?