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Sokol Renderer Issue Tracker #773

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dashodanger opened this issue Dec 28, 2024 · 9 comments
Closed

Sokol Renderer Issue Tracker #773

dashodanger opened this issue Dec 28, 2024 · 9 comments
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implementation Change or improvement to how an existing feature is implemented

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@dashodanger
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dashodanger commented Dec 28, 2024

    • Invulnerability powerup makes the screen render only sky or pure white, noticed with D4EC, doesn't seem to reproduce on vanilla
    • 3D weapon models clip into the walls if player too close
    • Screen melt/wipe non-existent. Maps start/end very suddenly.
    • Smoothing ON seems to give sprites an unusually thick black outline
    • Screenshots are broken, including the savegame ones.
    • The new camera MOBJ view is a bit messed up
    • Scissor for full-screen palette effects (red pain wash, etc) seems to shift downwards when the player dies
    • Additive lights on texture unit 1 don't render properly when no texture in unit 0
    • Culling fog needs to be hooked up
    • MDL models currently don't render
    • Screen melt/wipe has minor issues with some stuttering, observed on D3D11
    • Check the accessibility flash reduction is rendering on screen edges
    • Need to support clear colors, specifically for fog culling
    • MD3 Rendering
    • 2D rendering versions for MD2
    • Resurrect flood filling
    • Some strange clipping with D4EC blood effects, can be hard to reproduce, erraticism helps
    • Simple skies are currently only supported option Will be filed separately
    • Crashes when idclip out of level and nothing renders
    • Glow and blood decal issues in Glows, Models, 3D Floors.wad
    • epic2.wad with mod4epic2023.wad, map04 forward and first door on right, run into a baron can't see and weird zbuffer it seems. Likely transparency issue
    • DBP69_cstind.wad MAP01, early in map invisible shootable fan after duct, probably needs no cull support. Also missing with 1.38, file independently
    • Check CPU usage on BSP Traversal thread start signal wait
    • Optimize solid model rendering to be in parallel with the bsp traversl thread (based on skin)
    • Mac Metal Renderer build - Sticking with GLCore 3.3 on Mac for now
    • Update web player to use sokol renderer
    • D3D11 vsync support
@dashodanger dashodanger added the implementation Change or improvement to how an existing feature is implemented label Dec 28, 2024
@pbdot pbdot changed the title Sokol_GL Renderer Implementation Issue Tracker Sokol Renderer Issue Tracker Dec 28, 2024
@LoboEire
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LoboEire commented Jan 8, 2025

MD2 models are missing faces as of today: Culling issue?

@pbdot
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pbdot commented Jan 8, 2025

@LoboEire Should be fixed

@LoboEire
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LoboEire commented Jan 8, 2025

@pbdot Confirmed. Good job chief!

Alpha transparency is not there yet, but it is also iffy in the current non-sokol repo too:

Current sokolDX:
shot15

EC 1.38;
shot08

@pbdot
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pbdot commented Jan 8, 2025

@LoboEire Oh, I had a note above about that, though couldn't get the blood to spawn, will have another look. It helps to have reproduction steps, like wads to use, level name, etc.

@LoboEire
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LoboEire commented Jan 8, 2025

Sorry, it's one of my own unfinished and unreleased stuff so wasn't able to link to it.

I've whipped up an example wad with some md2 decals for both floor and ceiling. You'll see straight off the bat what's wrong with them, though I've discovered while doing this that it's not exactly a png alpha issue like I thought, as you can see the sky through it sometimes.
Also, wierd one, when you go into the dark room, watch the decal high up on the right: as the door closes it goes from glitchy (sky bleeding through) to correct.
Here's the demo wad:
Sokol.zip

@pbdot
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pbdot commented Jan 9, 2025

Aha, that is helpful, thanks, didn't realize these were models, very clever :) I want to add a proper decal system, which will support lots and lots of decals efficiently. I have the md2 alpha working, though it means deferring all model rendering to the non-solid pass, which I am hoping to avoid as this happens sequentially, after the threaded BSP traversal... so keeps model rendering from gaining those benefits. I'll see what can do...

@pbdot
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pbdot commented Jan 9, 2025

This should work now, could still be bugs, juggling a fair amount of state.

@LoboEire
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LoboEire commented Jan 9, 2025

Latest PR fixed a lot of issues: good work!

@dashodanger dashodanger added this to the EDGE-Classic 1.5 Release milestone Jan 10, 2025
@pbdot
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pbdot commented Jan 10, 2025

27 items, whew, please file additional items as individuals issues, moving the new render out of beta now

@pbdot pbdot closed this as completed Jan 10, 2025
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