[EMAIL PROTECTED] wrote:
On Sun, 04 Mar 2007 05:26:09 -0500 Gerard Krol <[EMAIL PROTECTED]> wrote:
[EMAIL PROTECTED] wrote:
The patch in 835 which is (i think),
pimemode.c:void pie_ScreenFlip(CLEAR_MODE clearMode)
if (screen_GetBackDrop()) { screen_Upload(NULL);}
Is wrong.
I don't hope so, that was my first commit ;)
This breaks shadows & backdrops. You can tell instant at
CAM_3A.
Breaks shadows? That would be most unlikely. I noticed that the transporters shadows were not exactly right (they do not reach all the way to the ground at first), but that was already so in 834.
What backdrops are broken? Could you post a screenshot?

Note: I tested this using --game CAM_3A
I can not check if loop.c is wrong, GNA is too busy and can not
do
diff!
:(
I'm having no problems with GNA here, but maybe they are already over. The only modifications in loop.c are in the videoloop, so they "should" have no effect on other parts of the game. (sadly, with the current code this is not always the case)

- Gerard

Here is shot.

http://img460.imageshack.us/my.php?image=wz2100shot005vu8.jpg

Look at shadows in relation of object. Then background bleed through.
Are you sure this wasn't so before? I checked it again and shadows look fine here.
Could you try "svn update -r834" to check it?
Reason is that calls    glDisable(GL_DEPTH_TEST), and   
glDepthMask(GL_FALSE)
I doubt that....
So you need to make new function to leave on those.
Please try the attached patch, it fixes the only thing I can think of that may cause the difference.

- Gerard
Index: lib/ivis_opengl/piemode.c
===================================================================
--- lib/ivis_opengl/piemode.c	(revision 844)
+++ lib/ivis_opengl/piemode.c	(working copy)
@@ -135,7 +135,7 @@
 			break;
 		case CLEAR_BLACK:
 			glDepthMask(GL_TRUE);
-			glClearColor(0.0f,0.0f,0.0f,0.0f);
+			glClearColor(0.0f,0.0f,0.0f,1.0f);
 			glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 			break;
 		default:
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