View Issue Details

IDProjectCategoryView StatusLast Update
0000098FSSCPOpenGLpublic2005-01-01 11:36
ReporterRaa Assigned Totaylor  
PrioritynormalSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000098: No Specular in OGL HT&L
DescriptionAs said, there's no specular mapping in HT&L mode of OGL. Same with Fred2_open.
Additional InformationGeForce2 Mx/Mx400 pci 32 Mb
TagsNo tags attached.

Activities

phreak

2004-02-11 18:48

developer   ~0000185

we can't specmap in ogl since there is no way to query specular values without using some extensions that are used on newer geforce cards

RandomTiger

2004-03-04 21:04

developer   ~0000276

Really? Seems odd theres no way to do it.
If thats correct then we could close the bug.

phreak

2004-03-13 00:10

developer   ~0000429

Last edited: 2004-03-13 00:10

i'd want to talk with fry_day to see if thats the problem. i think he said something about that before

i think shaders would work as well

edited on: 03-12-04 19:10

phreak

2004-03-28 20:14

developer   ~0000603

GL_EXT_SEPARATE_SPECULAR_COLOR should work here

Raa

2004-03-28 23:33

reporter   ~0000606

...and? Does it? I'd be willing to test on my GF2, since OGL seems to run alot faster for most every program on my PC...

phreak

2004-03-29 01:46

developer   ~0000607

not yet. we just discussed bugs today

phreak

2004-04-13 01:48

developer   ~0000753

Last edited: 2004-04-13 01:49

im going to upgrade the severity to major since were planning on fixing all the crash/major/block bugs in mantis. it may not be all that hard of a bug to squash and its not a showstopper, but i want OpenGL to be on par with Direct3D in terms of features.

edited on: 04-12-04 21:49

taylor

2004-04-13 03:56

administrator   ~0000756

All that's left for this to work is getting the lightmap to apply correctly. Right now it's just replacing the primary texture for some reason (using GL_MODULATE). The rest of the code is there and working.

taylor

2004-11-20 10:29

administrator   ~0001355

I've all but one bug worked out now and it looks almost exactly like it does in D3D. Last bug is glowmap related with the glow texture basically being multiplied when there is a specmap applied. I'll clean the code up a little and get that fixed and this will be done. The glowmap is rendered with multitexture and the specmap is rendered on a second pass to get the lighting correct. May have to go back to 3 passes with the glowmap rendered last in order to fix it 100% though.

Assigning this one to me.

taylor

2005-01-01 11:36

administrator   ~0001497

Fixered!!!

Issue History

Date Modified Username Field Change
2004-02-09 02:10 Raa New Issue
2004-02-11 06:48 Goober5000 Assigned To => phreak
2004-02-11 06:48 Goober5000 Status new => assigned
2004-02-11 18:48 phreak Note Added: 0000185
2004-03-04 21:04 RandomTiger Note Added: 0000276
2004-03-13 00:10 phreak Note Added: 0000429
2004-03-13 00:10 phreak Note Edited: 0000429
2004-03-28 20:14 phreak Note Added: 0000603
2004-03-28 23:33 Raa Note Added: 0000606
2004-03-29 01:46 phreak Note Added: 0000607
2004-04-13 01:48 phreak Note Added: 0000753
2004-04-13 01:48 phreak Severity feature => major
2004-04-13 01:49 phreak Note Edited: 0000753
2004-04-13 03:56 taylor Note Added: 0000756
2004-11-20 10:29 taylor Note Added: 0001355
2004-11-20 10:29 taylor Assigned To phreak => taylor
2005-01-01 11:36 taylor Status assigned => resolved
2005-01-01 11:36 taylor Resolution open => fixed
2005-01-01 11:36 taylor Note Added: 0001497