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Transparency and glusetexcompr bugs?
- Hello, I have some weird problems with the latest version of JFDuke3D. I use a Radeon 7200.
The first problem is that playing the game with uncompressed textures doesn't work properly. The second is that textures with alpha transparency are not displayed correctly. I'm aware that using uncompressed textures bogs the game down, but what good is the glusetexcompr command if it doesn't work, especially when it was fully working in the previous version.
http://img201.echo.cx/img201/5997/015rj.png
In this picture above, you see a video screen in the beginning of E2L1. On the left is the latest version, and on the right is the previous version. Both had glusetexcompr set to 0 and both share the same duke3d.cfg file. Yet the latest version still produces a compressed texture when it shouldn't be. I even tried converting the texture to a bmp file but it still looks compressed.
http://img201.echo.cx/img201/8624/005ec.png
This picture shows a glass wall I personally made. On the left is the latest version, the right is previous. As you can see, the transparency of the wall is messed up in the latest version of JFDuke3D.
http://img113.echo.cx/img113/3545/026av.png
This last one here is basically a combination of the two previous problems. Again, the latest vesion is on the left. Notice the crack on the wall. It's even an 8-bit texture, but it doesnd blend into the wall like it's supposed to. If you also look carefully, you'll notice the wall on the right has some blocky artifacts.
Hope you can fix these problems. :) - I just tested the glusetexcompr option and it worked fine for me. You are exiting the game and restarting it, or typing 'restartvid' after changing the option, aren't you? That's important in order to apply the change.
The problem with the alpha is a hack solution to the problem of certain sprites and masked walls being drawn out of order. We set the alpha threshold to I believe 32% and anything below that doesn't mark the depth buffer, so the sprites that are drawn out of order have at least a chance of being visible. This will get reverted when we can have Polymost guarantee the sort order is correct. So, until then, unfortunately it's a choice between either invisible sprites and pretty graphics, or visible sprites and slightly nasty graphics. Perhaps I should include a console variable for people to choose their poison...
Jonathon - OK, I get the transparency issue, but...
I just tested the glusetexcompr option and it worked fine for me. You are exiting the game and restarting it, or typing 'restartvid' after changing the option, aren't you? That's important in order to apply the change.
Yeah, I forgot to mention that I've tried the restartvid thing many times, and it didn't work. In fact I can switch between versions back and forth, and it always works in the previous version and always fails in the new version.
What's odd is that I can find the same texture in a different level but without the issue. Is it possible that there were too many uncompressed textures in the cache (or whatever you call it) for it to handle?
I am also using the latest HRP, if that makes a difference.