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No shader mode lighting - Printable Version

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+--- Thread: No shader mode lighting (/showthread.php?tid=1650)



No shader mode lighting - NaN - 07-26-2012

This is something that bugged me quite a long time. The no shader fallback has no lighting due to the way car color is applied to model.
[Image: oldnq.jpg]

I've tried to fix this some time ago, but it didn't work as expected. I had a look at this issue again and it turned out that my first attempt to fix it actually works. There just seems to be a bug(haven't been able to identify it yet) in VDrift glstatemanager code that breaks it. The difference is quite obvious. Big Grin
[Image: newjn.jpg]

The glstatemanager is there for performance reasons, caches gl state. My current solution has to call OpenGL directly to work. Not sure how to deal with this atm. Just push the fix ignoring the state manager issue?


- NaN - 07-26-2012

I've pushed the fix into fixed_lighting branch for people to try and comment.


- joevenzon - 08-02-2012

What's the state manager issue?


- NaN - 08-03-2012

No fix yet. From apitrace I can see that when using the state manager to bind the textures(setup combiners) the second texture unit is not set(due to caching), the combiner setup fails.

I tried to trick the caching by binding 0 to the texture units to reset the state manager. But it didn't help either, there must be something else.

I've tested on ATI/AMD and Intel hardware. The code is in graphics/render_input_scene.cpp lines 229-315.

Edit: A small correction. There is no bug in the state manager as such. I just can't get it to work with combiners.