Pixelated high contrast map lighting.
From https://github.com/Unvanquished/Unvanquished/issues/1010:
Screenshots:
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Here's map where it happens (I needed to put pk3 in another zip to stop github from complaining):
For me this bug happens on 0.50. @illwieckz says that he has this bug on master.
Crossposting it here since it looks like a postprocessing issue to me.
I still reproduce the bug on master.
I believe this is fixed?
I still reproduce it on Mesa radeonsi driver.
could you update the root post to make it explicit which hardware you use? This seems to be important for that bug.
[edit] I added the GPU-Radeon tag
I've been on Nvidia when I reported the issue.
Interesting. I'd be surprised if only intel would not have it, so there must be something else causing the issue.
Oh, nevermind! This hasn't happened to me; I just moved the issue here!
We already have a GPU-AMD label so I replaced GPU-radeon with it (Radeon = AMD). I'm not sure this bug is Radeon-specific though.
To reproduce the bug, one should enable dynamic lighting (r_dynamicLight 1).
The test map is a map done by @FreeSlave, who is known to use J.A.C.K. editor, which only supports a map format upstream NetRadiant doesn't support yet.
It means the map was compiled with tools we don't use ourselves, like @FreeSlave's own branch there: https://github.com/FreeSlave/GtkRadiant/tree/map220_netradiant
So it's also possible the map compiler that was used had a bug and the produced BSP file is buggy, but I don't know how to verify it.
To my eyes this looks much more like an issue with our real time shadows though. Possibly a NaN/DBZ issue?
Our tiled renderer does not support real time shadows yet (and no one is working on them). So it's very unlikely a bug is in real time shadow: they're expected to not be rendered at all.
The forward renderer which had real time shadow code (feature I never seen working correctly anyway) is now deprecated and disabled by default. See also:
- https://github.com/DaemonEngine/Daemon/issues/236
