Summary: | fog issue in ut2004 | ||
---|---|---|---|
Product: | Mesa | Reporter: | almos <aaalmosss> |
Component: | Drivers/Gallium/r600 | Assignee: | Default DRI bug account <dri-devel> |
Status: | RESOLVED MOVED | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
pavement wrong.jpg
pavement good.jpg |
Created attachment 66252 [details]
pavement good.jpg
With Mesa 10.1 this problem still remains. -- GitLab Migration Automatic Message -- This bug has been migrated to freedesktop.org's GitLab instance and has been closed from further activity. You can subscribe and participate further through the new bug through this link to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/416. |
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Created attachment 66251 [details] pavement wrong.jpg Fog seems to be rendered incorrectly in the game: whole objects get the same fog value based on their farthest vertex from the z=0 plane. Best seen on these maps: as-fallencity: the road to the first objective is white when looking in the direction of the barricade or away from it, normal when looking in the direction of the spawn positions (see attached screenshots); other road segments are also affected, but this one is the most apparent dm-albatross, as-junkyard: the clouds in the sky are only visible when looking at certain angles, but are fogged otherwise So far I considered this a bug in the linux port of the game, but now I managed to try the game with d3d renderer through wine, and the fog problem appeared the same way as with the linux port. It's also possible, though unlikely, that the same bug exists in the linux port of the game and in wine-d3d.