Floor doesn't show up in rc2 :/

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wrtlprnft
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Floor doesn't show up in rc2 :/

Post by wrtlprnft »

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?
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joda.bot
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Post by joda.bot »

try to disable floor mipmaps and see if it helps ...

e.g. set "floor texture" to "nearst" or "bilinear"
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Post by wrtlprnft »

Doesn't help a bit...

I just figured it out while playing fortress... grid_size 1 fixed it for me.
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Post by Z-Man »

I reverted the setting. Strange, though, it's just a parameter passed to some OpenGL functions. Probably your chip can't handle texture transform matrices, that's where it enters. Insert rant about incomplete OpenGL implentations here.
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Post by wrtlprnft »

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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Post by KamP »

funny, i play like that all the time
matter of preference i guess
or maybe it's because i don't have a video card
who knows! :wink:
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Post by Z-Man »

wrtl: for the walls, the texture coordinates are calculated by hand, no transformation matrix is used. For the floor, it's more comfortable to use automatic texture coordinate generation and transformation. Well, we'll probably need to change that some time.
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Post by wrtlprnft »

I finally found out what causes the floor to disappear if the moviepack is disabled:

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);
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?
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Post by Z-Man »

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:

Code: Select all

static bool storeAlpha = false;
<config item>

static rTexture & floorTexture(){
    static rFileTexture floor(..., storeAlpha);
    return floor;
}
and use floorTexture() instead of the texture object directly.
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wrtlprnft
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Post by wrtlprnft »

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.
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Post by Z-Man »

wrtlprnft wrote:If storeAlpha is set to true the textures won't show up at all, so I need it to be off, not on.
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 behaviour :) Or there is a bug somewhere in the texture loading we need to fix.

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.
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Post by wrtlprnft »

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.
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