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Rendering Issue Rustgrad #331

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Whatscheiser opened this issue Apr 19, 2022 · 6 comments
Open

Rendering Issue Rustgrad #331

Whatscheiser opened this issue Apr 19, 2022 · 6 comments

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@Whatscheiser
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I've been downloading quite a few maps. After a few days of going through quite a few levels I'm fairly confident when I say this is probably the last render issue I'll need to post.

That said I recorded another video for this one: https://www.youtube.com/watch?v=yECbtK-L9w0
In Rustgrad by Hipshot I'm having an issue with these vertical columns rendering in properly. My best stab at this one, is that these columns sit behind some kind of noclipping brush so players don't get hung up on them during deathmatch. My guess is the noclip is being rendered somehow and causing a conflict

Again, just guessing. This issue occurs using both the opengl1 and opengl2 renderer.

@zturtleman
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zturtleman commented Apr 20, 2022

Behind the wood column is a decal shader with polygonOffset. I changed the polygon offset values in Spearmint d85c209 and in this situation causes the decal to offset in front of the wood column or Z-fight with it. The values are passed to OpenGL's glPolygonOffset() function that I don't really understand.

Changing to the vanilla Quake 3 / ioquake3 values solves this issue.

Spearmint

r_offsetunits "-600"
r_offsetfactor "0"

ioquake3

r_offsetunits "-2"
r_offsetfactor "-1"

@Whatscheiser
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Can confirm setting the ioquake3 values resolves this issue as well. I should stop suggesting theories I'm 0 for 2 today. LOL.

In order to set this I need to load Rustgrad through the console as a devmap. Otherwise I get feedback stating the value of the setting is cheat protected. Is there somewhere I can set these values so they stay applied. If possible I like to avoid loading the map through the console.

Thanks again for the quick response by the way.

@Whatscheiser
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I guess I'll just use the console :p

No worries, thank you for responding to my questions. Like I said before I do appreciate it. Would you like me to close out these issues I posted in here?

@zturtleman
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No, leave them open. They're real issues and may be fixed eventually. I'm just not really working on Spearmint at this point. Thanks for reporting them.

@Whatscheiser
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Whatscheiser commented May 9, 2022

You're welcome. One last thing, and I'm sorry to go off topic but this is more a curiosity than a thing that needs its own thread...
Running Quake 3 under Spearmint in 21:9 resolutions... during the campaign, at the end of a match, you were able to get the podium with the player and bots to display the correct distance away from the camera. I'm wondering if that is something that can be tweaked in the console or if that was some handy work you baked into Spearmint?

@zturtleman
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I don't remember doing anything with it and code looks unchanged. Field of view (cg_fov cvar) might affect how it appears. Spearmint automatically converts cg_fov cvar value (assumed 4:3 aspect) to the current aspect (or set cg_fovAspectAdjust 0 to disable this). You can use https://casualhacks.net/Source-FOV-calculator.html "What's my real FOV?" to get "Actual FOV" to set cg_fov to in other Quake 3 engines.

@zturtleman zturtleman added this to the Spearmint 1.1.0 milestone Sep 22, 2022
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