View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0005505 | Spring engine | General | public | 2017-03-30 14:03 | 2017-04-02 21:07 |
| Reporter | Sanguinario_Joe | Assigned To | Kloot | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Product Version | 103.0 +git | ||||
| Summary | 0005505: Generated deferred diffuse texture is not never used (and probably normal neither) | ||||
| Description | When 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 Reproduce | You 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. | ||||
| Tags | graphic, graphics | ||||
| Checked infolog.txt for Errors | |||||
| 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 |