|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003129||FSSCP||graphics||public||2014-11-14 22:51||2021-01-09 20:29|
|Product Version||3.7.2 RC4|
|Target Version||Fixed in Version|
|Summary||0003129: Lod 2+ rendered shiny even if shinemap is black|
|Description||When a model has more than 2 LODs and a completely black shinemap, LOD 2 and above are rendered with bright specular regardless of the black shinemap: see attached screenshot.|
I also notice the normalmap is gone, which makes sense for rendering LOD 2+, but the addition of a bright shinemap renders the model incorrectly if it needs little to no specular, for instance if it is an asteroid.
|Steps To Reproduce||I suspect the effect isn't as visible using most ships since shininess doesn't look out of place on them. To see the effect more clearly, run the mission from test mod: https://app.box.com/s/yj1adjihffhbh5yx0pf6|
|Tags||No tags attached.|
Last edited: 2015-01-25 13:36
So, I don't know if anyone has looked into this one yet, but I tried tracking down the revision that causes the bug.
What I found is that the revision which last changes the behavior, 9812, has little to do with shinemaps. (I could only test 9809 and 9814, but the rest seems unrelated) This bug simply became more pronounced in this revision since that's when turning normal maps off is sure to do something (the 9812 change), and it was probably trying to turn off normal mapping for LOD 2+ before that but couldn't.
So I loaded a really old revision, 7237, fixed the mission compatibility issues and then ran the mission. It had some really goofy behavior, including having this shinemap issue for all LOD's. I'm still looking for more clues, but I thought I'd report what I've found so far in case it would help.
Last edited: 2015-01-25 14:33
Testing by replacing the shine map with one that had a red tinge instead of black.
Red tinge did not appear at LOD+2, meaning that shine maps *are* turned off at LOD+2 and that a shader is being told to add shine data once above LOD+2.
After looking at revision 7189, adding shine data to models seems to have been the default behavior since shaders were introduced.
I tried changing the alpha channel of the shinemap to 0 to see if that would change the behavior, but it didn't.
I'm done looking for now, but the next think I was going to look at was to try to track the revision that the Lower LOD's stopped generating shine map data. (although that's probably when shinemaps were added)
|Only LOD 0 and 1 render shine, glow and normal maps. Any LOD above 1 just renders the base map to keep the game from slowing down. The solution is to either make lod maps or increase the distance at which lod1 is used.|
|Closing as I concur with Fubar. This is intended behavior and the way to "fix" it is to set proper LOD0/1 distance in the tables.|
|2014-11-14 22:51||Darth Geek||New Issue|
|2014-11-14 22:51||Darth Geek||File Added: screenshot.png|
|2015-01-25 13:33||Cyborg17||Note Added: 0016461|
|2015-01-25 13:35||Cyborg17||Note Edited: 0016461||View Revisions|
|2015-01-25 13:36||Cyborg17||Note Edited: 0016461||View Revisions|
|2015-01-25 14:32||Cyborg17||Note Added: 0016462|
|2015-01-25 14:33||Cyborg17||Note Edited: 0016462||View Revisions|
|2015-01-25 15:03||Cyborg17||Note Added: 0016463|
|2015-01-25 19:24||FUBAR-BDHR||Note Added: 0016464|
|2019-07-11 07:46||tomplatz||File Added: 125.pdf|
|2021-01-09 20:29||MjnMixael||Status||new => closed|
|2021-01-09 20:29||MjnMixael||Resolution||open => won't fix|
|2021-01-09 20:29||MjnMixael||Note Added: 0017095|