Created attachment 46406 [details] Screenshot The texture on the rotating globe in the menu of Enemy Territory Quake Wars isn't rendering correctly. Screenshot is attached. System environment: -- system architecture: 32-bit -- Linux distribution: Debian unstable -- GPU: REDWOOD -- Model: XFX Radeon HD 5670 1GB -- Display connector: DVI -- xf86-video-ati: 6.14.1 -- xserver: 1.10.1 -- mesa: 27d3e0b25cc3f2bd9f72778f0c9f54cb90c48622 -- drm: 2.4.25 -- kernel: 2.6.39-rc5
Created attachment 47875 [details] Model rendered too bright It looks like ETQW suffers from a few other rendering glitches. The characters in the team selection seems to be rendered too bright (but are fine in-game), and trees on the map "Island" looks quite funky. I'm not sure if this is the same problems found in bug 35434.
Created attachment 47876 [details] Trees on the "Island" map
Rendering of trees (and water) is fixed on master, but broken on non-evergreen, see bug 38280.
(In reply to comment #1) > Created an attachment (id=47875) [details] > Model rendered too bright > > It looks like ETQW suffers from a few other rendering glitches. The characters > in the team selection seems to be rendered too bright (but are fine in-game), > and trees on the map "Island" looks quite funky. I tested with my 4890 and the globe renders OK, but the menu model is too bright. I've no idea when this started as I normally test in spectate mode or timenetdemo - so don't usually see it.
(In reply to comment #4) > > I tested with my 4890 and the globe renders OK, but the menu model is too > bright. I guess the globe is evergreen-only then, thanks for testing and commenting. > I've no idea when this started as I normally test in spectate mode or > timenetdemo - so don't usually see it. I've tried a few different older versions, but so far I haven't found one where the model renders rigth, so I'm not sure if it's a regression or not.
Created attachment 48072 [details] [review] [PATCH] r600g: fix RSQ to use abs value of operand on evergreen This patch should fix globe rendering on evergreen.
(In reply to comment #6) > Created an attachment (id=48072) [details] > [PATCH] r600g: fix RSQ to use abs value of operand on evergreen > > This patch should fix globe rendering on evergreen. Confirmed, it's working fine now! :)
(In reply to comment #4) > I tested with my 4890 and the globe renders OK, but the menu model is too > bright. > > I've no idea when this started as I normally test in spectate mode or > timenetdemo - so don't usually see it. I poked around a bit more, and it turns out that this only happens when "Lightning quality" is set to normal, it seems to be okay when set to high. Doesn't seem to be a regression, it's present as far back as when S3TC support first was added, and I don't think the game runs without it.
(In reply to comment #8) > (In reply to comment #4) > > I tested with my 4890 and the globe renders OK, but the menu model is too > > bright. > > > > I've no idea when this started as I normally test in spectate mode or > > timenetdemo - so don't usually see it. > > I poked around a bit more, and it turns out that this only happens when > "Lightning quality" is set to normal, it seems to be okay when set to high. > > Doesn't seem to be a regression, it's present as far back as when S3TC support > first was added, and I don't think the game runs without it. Yea, it's OK with lighting high for me also. Unfortunately setting high causes a rendering error for me - distant foliage is rendered black.
Created attachment 48117 [details] [review] [PATCH] r600g: fix LIT to handle src==dst properly > Unfortunately setting high causes a rendering error for me - distant foliage is > rendered black. This patch should fix it.
(In reply to comment #10) > Created an attachment (id=48117) [details] > [PATCH] r600g: fix LIT to handle src==dst properly > > > Unfortunately setting high causes a rendering error for me - distant foliage is > > rendered black. > > This patch should fix it. It does, thanks.
The patch has been merged to master, so let's close this bug. Thanks for all your work on this Vadim! :) I'm going to open a new bug about the rendering glitch with lightning set to normal.
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