Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Topic started by: Shreds on February 15, 2006, 08:56:26 PM
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these picture are from in an underwater glass tube.
Notice the reflection of the co2 bar in the upper right in both. Its hard to get the full effect of whats going on without being able to move the camera.
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tube3.jpg is from a half submerged window looking into the water. It is reflecting.. well, something bad. I assume the brown bricks which would be backwards for it to reflect.
tube4.jpg is from in the water, what it looks like without errors.
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Try setting gl_clear 1 and r_reflectivewaterdebug 1 -- it should make it easier to see what's going on.
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gl_clear 1 <-- made it look more.. normal
r_reflectivewaterdebug 1 <-- cmd doesnt work
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and 2 more
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Ok. It looks like a PVS (potential visibility set) issue. Unfortunately there's no PVS for reflected surfaces, so it just grabs one at the surface of the water, but that's not always sufficient. Most of the reflected texture is "void." With gl_clear set, it turns it black. Without it, you just get remnants of whatever was last rendered.
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okay, got the debug command from your helpful tab hint.
3 sshots, one which shows console reflecting in the water, 2 and 3 are gl_clear 0 and then gl_clear 1
you can see its reflecting from the cieling in that debug box.
also, i turned my res to 800x600.
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final with clear
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Oh. I see what's going on now. It checks if the player is in or out of the water when doing the reflection. If in the water, it renders what's underwater, otherwise it renders what's outside of the water. Since you're underwater, but not IN the water, it's reflecting the wrong side.
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So that's what's up with the whole 'crazy backside of water' thing...
Also, I'm hoping you'll get the reflections to be more efficient, somehow.