HUD map

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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Lucifer
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Post by Lucifer »

Needs to show zones. :)
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Lucifer
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Post by Lucifer »

Ok, sometimes it shows up in black. When it's black, if I go to chat, or the in-game menu, or even console input, then it appears as normal. Most of the time, it reverts back to black. Sometimes it doesn't show up in black, though. Weird. Any idea why?
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Jonathan
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Post by Jonathan »

Zones: if I get AA working again and there's a good way to get the zones.

Black: Do you have a screenshot? There's a good chance something left certain OpenGL state it didn't expect, perhaps lighting or texturing?
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Lucifer
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Post by Lucifer »

Here's two screenshots, the first is the black map, the second is the map with the gui on, so you can see it did show up when I brought up the ingame menu. :)
Attachments
screenshot_32.png
screenshot_33.png
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Jonathan
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Post by Jonathan »

Fun. Can you do a glIsEnabled state dump just before calling DrawMap? Like this:

Code: Select all

printf("GL_LIGHTING: %i\n", glIsEnabled(GL_LIGHTING));
And also for GL_TEXTURE_2D.
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Lucifer
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Post by Lucifer »

Code: Select all

GL_LIGHTING: 0
GL_TEXTURE_2D: 1
GL_LIGHTING: 0
GL_TEXTURE_2D: 1
GL_LIGHTING: 0
GL_TEXTURE_2D: 1
GL_LIGHTING: 0
GL_TEXTURE_2D: 1
GL_LIGHTING: 0
GL_TEXTURE_2D: 1
GL_LIGHTING: 0
GL_TEXTURE_2D: 0
GL_LIGHTING: 0
GL_TEXTURE_2D: 0
GL_LIGHTING: 0
GL_TEXTURE_2D: 0
GL_LIGHTING: 0
GL_TEXTURE_2D: 0
GL_LIGHTING: 0
GL_TEXTURE_2D: 0
It's an exerpt, it fills up my bash buffer pretty quickly. But you see texture_2d changing. :)

It flashes right a few times, while syncing with the server. Then settles in with the 0's, and shows a black map. Farther up in the history, GL_LIGHTING is also 1.

Edit: I put the two calls right before the two if statements that wrap DrawMap, if it matters, right after glLoadIdentity().
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Jonathan
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Post by Jonathan »

I wonder where they may be left on (edit: when exactly is lighting on? Does it draw at that time?). Anyway, try

Code: Select all

glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
somewhere before it draws.
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Lucifer
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Post by Lucifer »

That seems to have fixed it. Thanks! I'll let you know if it doesn't work again. :) Committed, too. Also, I turned it on and committed that. I can't really think of any reason not to have it on in the trunk.
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Post by Luke-Jr »

Lucifer wrote:Not in the branch, apparently. Anybody happen to know why? I thought we were going to go ahead and include it in 0.2.8....
Nope.
Lucifer wrote:So, I put #define HUD_MAP in gWall.h, but no hud map. ?
put -DHUD_MAP in CFLAGS
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Lucifer
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Post by Lucifer »

Heh, too little too late, Luke, but thanks. :)
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