View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0005184 | Spring engine | General | public | 2016-03-18 10:16 | 2016-03-18 11:20 |
| Reporter | Beherith | Assigned To | Kloot | ||
| Priority | normal | Severity | major | Reproducibility | always |
| Status | closed | Resolution | fixed | ||
| Product Version | 101.0+git | ||||
| Summary | 0005184: Map goes black if gl.Unitshape is used. | ||||
| Description | In BAR, if gfx_deferred_rendering.lua widget is on, and the inf_commands_fx.lua widget is on, and one queues up a a corwin wind generator, the map goes black. We have been trying to get gl.Unitshape working, with the addition that we required a custom alpha parameter, so we added a shader to inf_commands_fx.lua, called the relevant gl.UnitShapeTextures, set up the transform matrices. Even though gfx_deferred_rendering.lua is actually not doing anything, except setting and resetting gl.Blending. | ||||
| Steps To Reproduce | Checkout latest BAR, develop engine, any map. Make sure allowdeferredmodel and map rendering is on, otherwise gfx_deferred_rendering will turn itself off. Make sure gfx_deferred_rendering is on. (can be easily tested by firing commander laser and watching the lights). Some widgets (including gfx_deferred_rendering) are hidden from players in basic mode, to see them in the f11 menu's interface tab, one must change 'Selector mode' to advanced. /give corcom, queue up a wind generator, watch the whole map go black while gfx_deferred_rendering.lua | ||||
| Additional Information | This bug doesnt occur if buildings other than corwin are queued up. This bug doesnt occur if gfx_deferred_rendering.lua widget is off. It naturally does not occur if inf_commands_fx.lua widget is off. It has proven very difficult for us to identify the cause of the bug, and we are grateful for any tips, and will naturally assist testing/debugging in any way we can. The role of inf_commands_fx.lua is to show buildings queued up by allies, and to gracefully fade out. Note that the teamcolor uniform is not set correctly in inf_commands_fx.lua, that is a known issue, fixed locally but unrelated. Link to the bug report in BAR tracker: http://imolarpg.dyndns.org/trac/balatest/ticket/1059 | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
| Checked infolog.txt for Errors | |||||
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This is not caused by UnitShape but by DeleteShader being called twice in http://imolarpg.dyndns.org/trac/balatest/browser/branches/BAR/luaui/widgets/inf_highlight_units.lua (UpdateEverything --> ShutdownGL{gl.DeleteShader} + InitializeGL{CreateXRayShader --> gl.DeleteShader}) with the same ID. You can either fix the issue there or you can grab https://springrts.com/dl/buildbot/default/develop/101.0.1-155-gc8aa222/ which has an engine-side solution (encountered it independently while messing around with BAR). |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2016-03-18 10:16 | Beherith | New Issue | |
| 2016-03-18 10:16 | Beherith | File Added: screen00675.jpg | |
| 2016-03-18 11:20 | Kloot | Note Added: 0016111 | |
| 2016-03-18 11:20 | Kloot | Status | new => closed |
| 2016-03-18 11:20 | Kloot | Assigned To | => Kloot |
| 2016-03-18 11:20 | Kloot | Resolution | open => fixed |