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Very bright dynamic lights on some maps #61
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I still reproduce the bug on master. |
I believe this is fixed? |
I still reproduce it on Mesa radeonsi driver. |
could you update the root post to make it explicit which hardware you use? This seems to be important for that bug. [edit] |
I've been on Nvidia when I reported the issue. |
Interesting. I'd be surprised if only intel would not have it, so there must be something else causing the issue. |
Oh, nevermind! This hasn't happened to me; I just moved the issue here! |
We already have a To reproduce the bug, one should enable dynamic lighting ( |
The test map is a map done by @FreeSlave, who is known to use J.A.C.K. editor, which only supports a map format upstream NetRadiant doesn't support yet. It means the map was compiled with tools we don't use ourselves, like @FreeSlave's own branch there: https://github.com/FreeSlave/GtkRadiant/tree/map220_netradiant So it's also possible the map compiler that was used had a bug and the produced BSP file is buggy, but I don't know how to verify it. |
To my eyes this looks much more like an issue with our real time shadows though. Possibly a NaN/DBZ issue? |
Our tiled renderer does not support real time shadows yet (and no one is working on them). So it's very unlikely a bug is in real time shadow: they're expected to not be rendered at all. The forward renderer which had real time shadow code (feature I never seen working correctly anyway) is now deprecated and disabled by default. See also: |
This looks like the same issue as the incorrect dynamic light in one of the basement rooms in https://users.unvanquished.net/~sweet/pkg/map-hq-beta28_0+0.dpk. |
Removing the AMD label because this is either an engine or map bug. |
It apparently comes from here: https://github.com/Unvanquished/Unvanquished/blob/6b8fdb8f6030ce6a8266200855e2d2729178f521/src/cgame/cg_ents.cpp#L308. |
From Unvanquished/Unvanquished#1010:
Crossposting it here since it looks like a postprocessing issue to me.
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