[FIXED] Colormapped sector issue

Bugs that have been fixed, including bugs reported here.
Links are provided here for bugs reported at both Sourceforge sites and Github:
https://sourceforge.net/p/edge2/bugs/
https://sourceforge.net/p/edge/bugs/
https://github.com/3dfxdev/EDGE/issues? ... s%3Aclosed
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Lobo
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[FIXED] Colormapped sector issue

Post by Lobo »

Came across this while trying my Robotech TC: the sector is too dark, even if I up the light levels on the sector and the dummy sector. Can't figure out why.

EDGE (x64) 2.1.0pre-96: Note that I fired a gun to just to get some light for the screenshot. It's pitchblack.
shot11.jpg
shot11.jpg (29.79 KiB) Viewed 2030 times


Edge 1.35:
shot21.jpg
shot21.jpg (36.45 KiB) Viewed 2030 times

Also, note the HUD status bars: in EDGE 1.35 they are filled with a gradient box, but in 2.1 they are not filled for some reason.


Update: Just added a demo wad using a bog standard EDGE sector special (Green Hue):
WindowBug.wad
(5.03 KiB) Downloaded 77 times

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Corbachu
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Re: Colormapped sector issue

Post by Corbachu »

Does this happen with both GL paths? Also what’s the sector type?

I know the renderer rewrite is probably some source of the problems we are encountering. I’ll take a look at GradientBox, or shelve the rewrite and move back to the stable branch until we get things sorted with that. I’ll drop a new build and see if you still encounter problems.
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Re: Colormapped sector issue

Post by Lobo »

What do you mean by "both gl paths"?

The sector type is custom, but it's basically a copy paste of the normal EDGE water one.

Also, just tried in EDGE (x86) 2.1.0pre-43 and it has the same problem.

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Re: Colormapped sector issue

Post by Lobo »

The MD2 bug post has an attached wad which shows this bug also.

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Re: Colormapped sector issue

Post by Corbachu »

Issue is partly fixed @e784f9c, but I'll have to figure out why the sectors are darker now than they once were.
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Re: Colormapped sector issue

Post by Corbachu »

Issue has been fixed @2dd7477.
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Lobo
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Re: Colormapped sector issue

Post by Lobo »

Looks the same to me, in the new pre110 build.

Also, in pre96, I already had r_gl3_path and set it to '0' apparently.

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Re: Colormapped sector issue

Post by Lobo »

Update to original post: Just added a demo wad using a bog standard EDGE sector special (Green Hue).

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Re: Colormapped sector issue

Post by Lobo »

I'll try and go through as many versions of EDGE (since 1.35) as I can to see where this bug crept in.

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Re: Colormapped sector issue

Post by Lobo »

OK, it broke in:
EDGE-2.1.0-Test3-Win32

And the last time it worked was in:
3DGE v2.1.0 - TEST 2 compiled on Aug 21 2016 at 21:45:27