What about the clipping frustum? All the bugs I have now are the red lighting and full-bright spots.
Also doing some digging...
What's already been mentioned, animated textures stop playing when flashlight is shone on them.
Grass sprites not being lit by the flashlight.
Decals not spawning on brush entities.
(On a side note, I found a fix in 'gl_renderer.cpp' though. http://pastebin.com/kuKqHEQZ Just compare with the original file!)
KiQ правильно писать фрустум.
На самом деле в параное есть хитрый хак, когда mins\maxs уровня помещаются за положением игрока, сделано это для того, чтобы движок офигел и ничего не пытался нарисовать.
Добавлено 29-09-2016 в 11:40:
C++ Source Code:
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void DisableWorldDrawing( ref_params_t *pparams )
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{
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vec3_t wcoord;
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model_t* world = gEngfuncs.GetEntityByIndex(0)->model;
I fixed almost every single bug now with adding fixes from ARRANGEMENT and changing the launch parameters of the mod I'm using.
I'm now using: "-gl -32bpp -max_edicts 8192 -nofbo -enable_logging"
The "-nofbo" launch parameter seemed to have made it work. It had something to do with anti-aliasing if I remember correctly.
The only bugs left now are:
- A strange view-model appearing when viewing the game at certain angles. See attachment.
- Lighting is messed up sometimes. See attachment.
- Glass doesn't light up.
- Bump-maps don't appear to work when there is no light shining on them.
- Animated textures don't work. Water is messed up as well.
- Decals not spawning on brush entities.
- Toggling lights, but that is a limit set in by default.
- Grass sprites don't want to work with lighting.
- Some others, but I think I can fix them.
Welp, doesn't seem like a lot are fixed. Just very annoying ones.