2020-05-30 10:58 CEST

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IDProjectCategoryView StatusLast Update
0000593Spring engineGeneralpublic2007-08-22 10:55
ReporterLindir The Green 
Assigned ToKloot 
PrioritynormalSeveritymajorReproducibilityalways
StatusresolvedResolutionfixed 
Product Version 
Target VersionFixed in Version 
Summary0000593: White Groundscars and Footprints
DescriptionWhite explosion groundscars and footprints are triggered for me whenever a groundscar or explosion is created any time during or after an overlay has been in use (f1, f2, f4, and los, but NOT the b debugging overlay.) From then on, every groundscar and footprint appears white instead of dark gray. This happens when and only when reflective units are enabled.
Additional InformationSystem Specs: Core 2 Duo, 2 GB of RAM, Windows Vista Home Premium (with the latest updates), and a NVIDIA GeForce Go 7900 GS, with the 163.15 32 bit Vista drivers modified to work with the mobile video card through the use of a hacked .ini file. The problem has occured with all other video card drivers tested.

http://spring.clan-sy.com/phpbb/viewtopic.php?t=11138
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

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-Notes

~0001110

P3374H (reporter)

The weird thing is, it's inconsistent- I've had both normally coloured groundscars AND white ones on the screen at the same time, with no apparent cause for the change. It does seem to have something to do with shadows though.

~0001133

tvo (reporter)

I have a demo now on which I reproducably get white groundscars when I play it.

~0001134

tvo (reporter)

For me, it always happens on Altair crossing (http://spring.unknown-files.net/file/3337/Altair_Crossing_-_Version_1/) under the following conditions:

* unit reflections are on and
* shadows are on or have been on earlier in the game.

~0001135

Kloot (developer)

Confirmed, except for me shadows do
not need to have been on at any point
for the scars to turn white (I have
Shadows=0 in ~/.springrc by default).

~0001136

tvo (reporter)

Some OpenGL state debugging showed that GL_SRC0_ALPHA and GL_SRC1_ALPHA are swapped if the bug happens:
GL_PREVIOUS resp GL_TEXTURE if reflections and shadows are on or have been on earlier in the game,
GL_TEXTURE resp GL_PREVIOUS if reflections are on but shadows are off.

~0001146

tvo (reporter)

Fixed by kloot in r4236
+Notes

-Issue History
Date Modified Username Field Change
2007-08-16 23:44 Lindir The Green New Issue
2007-08-17 09:47 P3374H Note Added: 0001110
2007-08-20 12:49 tvo Note Added: 0001133
2007-08-20 13:47 tvo Note Added: 0001134
2007-08-20 15:09 Kloot Note Added: 0001135
2007-08-20 15:12 tvo Note Added: 0001136
2007-08-22 10:55 tvo Status new => assigned
2007-08-22 10:55 tvo Assigned To => Kloot
2007-08-22 10:55 tvo Status assigned => resolved
2007-08-22 10:55 tvo Resolution open => fixed
2007-08-22 10:55 tvo Note Added: 0001146
+Issue History