[FTE]v5221 dynamic light issue
Posted: Wed Mar 28, 2018 9:12 pm
Hi guys,I noticed that in version n.5771, FTE has a brand new cvar dynamiclight_spawnstatic that works well (no performance differences with dynamiclight_add() though) but now dynamiclight_add flickers like hell, it's like it goes on and off every frame. Plus light brightness goes completely crazy
It's difficult to understand flickering with just an image(!) but trust me. The effect is very strong with low brightness lights
this is v5220
this is v5221
You could say: uhm..they're quite..they're the same!!
No, because the effect goes away when I switch to Windows snapshot tool to take the picture(alt + tab in fullscreen mode), in this case light seems normal
take a look instead when I use windowed mode with vid_fullscreen_standalone 0(that, for some reason, it doesn't work anymore when set in .cfgs)
The issue is quite obvious: light it's overbright
This is an empty csqc-only project with just this minimum code
This is the shader. I also tried to remove the program directive but light issue remains
Soo weird that effect goes away when another window takes control! Did anyone tried on Linux to see if same issue happens on X11?
It's difficult to understand flickering with just an image(!) but trust me. The effect is very strong with low brightness lights
this is v5220
this is v5221
You could say: uhm..they're quite..they're the same!!
No, because the effect goes away when I switch to Windows snapshot tool to take the picture(alt + tab in fullscreen mode), in this case light seems normal
take a look instead when I use windowed mode with vid_fullscreen_standalone 0(that, for some reason, it doesn't work anymore when set in .cfgs)
The issue is quite obvious: light it's overbright
This is an empty csqc-only project with just this minimum code
Code: Select all
entity testobj;
void CSQC_Init(float apilevel, string enginename, float engineversion)
{
testobj = spawn();
setorigin(testobj,[0,0,128]);
precache_model("models/cube.iqm");
setmodel(testobj,"models/cube.iqm");
testobj.drawmask = MASK_ENGINE;
}
//
void CSQC_WorldLoaded(){}
noref float CSQC_ConsoleCommand(string cmd){return TRUE;}
float CSQC_InputEvent(float evtype, float scanx, float chary, float devid){return 0;}
void CSQC_Input_Frame(){}
//
void CSQC_UpdateView(float vwidth, float vheight, float notmenu)
{
clearscene();
setviewprop(VF_ORIGIN,[-400,0,400]);
setviewprop(VF_ANGLES,[45,0,0]);
setviewprop(VF_PERSPECTIVE,TRUE);
setviewprop(VF_DRAWCROSSHAIR,FALSE);
dynamiclight_add([-300,0,400],1000,[0.1,0.1,0.1],0,"",0);
addentities(MASK_ENGINE);
renderscene();
}
Code: Select all
cubemat
{
program defaultwall
diffusemap textures/env/red.tga
}