2025-07-21 20:39 CEST

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IDProjectCategoryView StatusLast Update
0005505Spring engineGeneralpublic2017-04-02 21:07
ReporterSanguinario_Joe 
Assigned ToKloot 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionno change required 
Product Version103.0 +git 
Target VersionFixed in Version 
Summary0005505: Generated deferred diffuse texture is not never used (and probably normal neither)
DescriptionWhen using deferred shading, the diffuse texture produced is not used later at the lighting pass (And I'm almost sure normal info is not used neither).

That's happening to both Units and terrain rendering
Steps To ReproduceYou can just edit cont/base/springcontent/shaders/GLSL/ModelFragProg.glsl, line 139:

- gl_FragData[GBUFFER_DIFFTEX_IDX] = vec4(mix(gl_FragData[GBUFFER_DIFFTEX_IDX].rgb, nanoColor.rgb, nanoColor.a), alpha);
+ gl_FragData[GBUFFER_DIFFTEX_IDX] = vec4(mix(gl_FragData[GBUFFER_DIFFTEX_IDX].rgb, nanoColor.rgb, nanoColor.a), alpha);
+ gl_FragData[GBUFFER_DIFFTEX_IDX].r = 1.0;

After recompiling you can launch the game and check that the units are not red.
Tagsgraphic, graphics
Checked infolog.txt for Errors
Attached Files

-Relationships
+Relationships

-Notes

~0017407

Kloot (developer)

That is intentional because the actual shading is performed by *games* (if they optionally choose to insert so-called custom deferred materials), Spring does not know or care which of these textures are used.
+Notes

-Issue History
Date Modified Username Field Change
2017-03-30 14:03 Sanguinario_Joe New Issue
2017-03-30 14:03 Sanguinario_Joe Tag Attached: graphic
2017-03-30 14:03 Sanguinario_Joe Tag Attached: graphics
2017-03-30 16:28 Kloot Note Added: 0017407
2017-04-02 21:07 Kloot Assigned To => Kloot
2017-04-02 21:07 Kloot Status new => closed
2017-04-02 21:07 Kloot Resolution open => no change required
+Issue History