Floor doesn't show up in rc2 :/
- wrtlprnft
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Floor doesn't show up in rc2 :/
I just downloaded the rc2, but the floor grid won't show up anymore...
Some screenshots:
Dual Textured Plane
Textured Plane
Just Grid
Using the old floor images didnt help either.
I had that problem earlier when enabling a moviepack, it looks like moviepack floors and normal ones were handled differently...
I'm using x.org 6.8.2, resolution is 1024×768@32bit. My video card is a i810.
Any suggestions?
Some screenshots:
Dual Textured Plane
Textured Plane
Just Grid
Using the old floor images didnt help either.
I had that problem earlier when enabling a moviepack, it looks like moviepack floors and normal ones were handled differently...
I'm using x.org 6.8.2, resolution is 1024×768@32bit. My video card is a i810.
Any suggestions?
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- wrtlprnft
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Just as a side note: The settings to stretch wall textures work fine for me (experienced their effect when I but the old wall texture in my textures/ folder). And moviepack floors still are just a bright blue, no matter what rendering settings / grid_size_moviepack I use. But I don't really care about that since I dont use the moviepack.
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I finally found out what causes the floor to disappear if the moviepack is disabled:The difference is the parameter storeAlpha, if I disable that the floor shows up fine...
I'd like to make that configurable, but since that object gets created before the settings are read it probably won't be possible
Anyone any idea how one can fix that?
Code: Select all
static rFileTexture floor_a(rTextureGroups::TEX_FLOOR,"textures/floor_a.png",1,1);
static rFileTexture mp_floor_a(rTextureGroups::TEX_FLOOR,"moviepack/floor_a.png",1,1,true);I'd like to make that configurable, but since that object gets created before the settings are read it probably won't be possible
Anyone any idea how one can fix that?
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- Z-Man
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The easy way: don't make it configurable, just set store_alpha for both textures to true. There is little loss in storing the alpha channel when it is not actually needed, IIRC, we only give it one bit in 16bpp storage bode.
The configurable way would be to create the texture only when it is first used:
and use floorTexture() instead of the texture object directly.
The configurable way would be to create the texture only when it is first used:
Code: Select all
static bool storeAlpha = false;
<config item>
static rTexture & floorTexture(){
static rFileTexture floor(..., storeAlpha);
return floor;
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Uh, i guess we need the configurable way, that's all my problem...
If storeAlpha is set to true the textures won't show up at all, so I need it to be off, not on. And since someone else may want the alpha channel on the floor if his card supports it we need the config item.
If storeAlpha is set to true the textures won't show up at all, so I need it to be off, not on. And since someone else may want the alpha channel on the floor if his card supports it we need the config item.
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Hmm, does the texture in question have an alpha channel at all? If enabling alpha storate makes it disappear, I'd say it has, and it is set to fully transparent, then that's expected behaviourwrtlprnft wrote:If storeAlpha is set to true the textures won't show up at all, so I need it to be off, not on.
Edit, rereading the thread from the start: We could also avoid using texture matrices for the floor, it's not that hard now that the floor is always a rectangle.
- wrtlprnft
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Well, this is actually two bugs: First, the GRID_SIZE/GRID_SIZE_MOVIEPACK thing, and second the thing with the moviepack floor texture.
The floor does show up with the alpha channel, but its just a uniform blue plane, not a fancy texture. And the image I use doesn't have transparency at all.
The floor does show up with the alpha channel, but its just a uniform blue plane, not a fancy texture. And the image I use doesn't have transparency at all.
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