[843065] [Blood] Skies on some maps are broken, again
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- sinisterseed
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[843065] [Blood] Skies on some maps are broken, again
It seems the old issue has resurfaced again.
The sky on some maps is glitched now - https://i.imgur.com/c4YEdSg.png
The sky on some maps is glitched now - https://i.imgur.com/c4YEdSg.png
- Graf Zahl
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Re: [843065] [Blood] Skies on some maps are broken, again
It's really time to shitcan the Polymost renderer. 
- sinisterseed
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Re: [843065] [Blood] Skies on some maps are broken, again
Yes quite, I can't wait for that day too.
- Graf Zahl
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Re: [843065] [Blood] Skies on some maps are broken, again
I'd be happy enough if I could just ditch the sky code, but like with the voxels need to transition the render state. So instead of fixing these things in the old code I'm going to concentrate on that conversion. It'd allow removing some of the ugliest parts of the renderer on short notice.
The main problem with a lot of these visual issues is that trying to fix them won't be a lasting fix but just patching over some code that will go away sooner or later.
The main problem with a lot of these visual issues is that trying to fix them won't be a lasting fix but just patching over some code that will go away sooner or later.
- sinisterseed
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Re: [843065] [Blood] Skies on some maps are broken, again
Yeah, that seems to be the case with the latest issues I've discovered, some of them such as the SW fog-based maps and these very specific Blood skies just constantly break.
Until the root cause is treated I agree that there's virtually no point in bothering with gluing these things permanently only to break yet again after a while, so your approach is definitely the correct one here - shitcanning this garbage into oblivion and replacing it with something that does its job well and doesn't start shitting the bed completely at every single change.
Until the root cause is treated I agree that there's virtually no point in bothering with gluing these things permanently only to break yet again after a while, so your approach is definitely the correct one here - shitcanning this garbage into oblivion and replacing it with something that does its job well and doesn't start shitting the bed completely at every single change.
- Graf Zahl
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Re: [843065] [Blood] Skies on some maps are broken, again
For now I disabled the hackery to reduce the seams at the edges of the sky tiles. This never worked properly.
The only way to really solve the sky issues would be to render them with a completely different approach, so for now this will have to suffice.
Since I need to combine all sky tiles into a single texture anyway for the sky dome, this is what I'm going to attempt here, it'd be useful even now.
(After fixing the other bugs, of course.
)
The only way to really solve the sky issues would be to render them with a completely different approach, so for now this will have to suffice.
Since I need to combine all sky tiles into a single texture anyway for the sky dome, this is what I'm going to attempt here, it'd be useful even now.
(After fixing the other bugs, of course.
- sinisterseed
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Re: [843065] [Blood] Skies on some maps are broken, again
Woo skydome, I'm excited
.
Finally no more BS sky rendering.
Finally no more BS sky rendering.
- Graf Zahl
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Re: [843065] [Blood] Skies on some maps are broken, again
Yeah, that part bothers me, too. The sky rendering options in Polymost range between bad and very bad, the only good thing is that what's there is easily converted into a stencil generator so that something better can be done.
- sinisterseed
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Re: [843065] [Blood] Skies on some maps are broken, again
What still intrigues me here if whether this will also directly change the hideous Y-shearing effect associated with the current rendering method, since that's the second pain in the ass apart from the way the sky itself looks like.
- Graf Zahl
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Re: [843065] [Blood] Skies on some maps are broken, again
While a skydome should normally fix those issues, the one unknown variable here is how Polymost's wacky projection voodoo math will affect the result. This code already actively prevents dynamic lights because it does the world->view transformation partially in software so the shader gets screwed up coordinates. We'll have to see how the end result will look like.
- mjr4077au
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Re: [843065] [Blood] Skies on some maps are broken, again
Graf Zahl wrote:We'll have to see how the end result will look like.
- sinisterseed
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Re: [843065] [Blood] Skies on some maps are broken, again
Well it can't be worse tham how SW maps look with broken fog rendering at least
.