Buggy grounds

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Syl
Posts: 25
Joined: 10 Dec 2018, 17:30

Buggy grounds

Post by Syl » 17 Jan 2019, 02:12

Greets!

Here's my trouble: i got illuminated grounds durin the night (see screenshot). Seems that some meshes are missin (screenshot 2), but don't know wich.
You could help?
Screenshot_1.png
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Screenshot_1.png
Screenshot_1.png (320.6 KiB) Viewed 1081 times
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Screenshot_2.png
Screenshot_2.png (54.3 KiB) Viewed 1081 times

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wareya
Posts: 335
Joined: 09 May 2015, 13:07

Re: Buggy grounds

Post by wareya » 19 Jan 2019, 22:39

This is related to how OpenMW's current renderer decides what lights to illuminate objects with, and how it sends lighting info to them. It's not very good ATM, and needs tweaking.
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

Syl
Posts: 25
Joined: 10 Dec 2018, 17:30

Re: Buggy grounds

Post by Syl » 21 Jan 2019, 13:50

Ooook. Not my bad then. Thxs for you! :)

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wareya
Posts: 335
Joined: 09 May 2015, 13:07

Re: Buggy grounds

Post by wareya » 21 Jan 2019, 17:43

Okay, I had a better look and it looks like some kind of graphics driver issue, not a lighting issue. I was very tired the last time I looked, sorry!
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

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AnyOldName3
Posts: 1477
Joined: 26 Nov 2015, 03:25

Re: Buggy grounds

Post by AnyOldName3 » 21 Jan 2019, 17:57

Have you tried toggling the force shaders option in settings.cfg? Also, the texture layer in use but empty thing isn't normal, is it?
AnyOldName3, Master of Shadows

Syl
Posts: 25
Joined: 10 Dec 2018, 17:30

Re: Buggy grounds

Post by Syl » 22 Jan 2019, 18:04

[Shaders]
auto use object normal maps = true
auto use object specular maps = true

That's all i got in my settings with shaders.

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AnyOldName3
Posts: 1477
Joined: 26 Nov 2015, 03:25

Re: Buggy grounds

Post by AnyOldName3 » 22 Jan 2019, 19:26

Try adding

Code: Select all

force shaders = true
AnyOldName3, Master of Shadows

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Atahualpa
Posts: 1044
Joined: 09 Feb 2016, 20:03

Re: Buggy grounds

Post by Atahualpa » 29 Jan 2019, 11:13

@Syl: What's the status on this? Have you tried AnyOldName3's code?

I wasn't able to reproduce the issue neither on 0.44.0 RC nor on 0.45.0 RC3 (64-bit Windows, no mods, no shaders activated).
Do you use mesh replacers for the default rock meshes?

aaronp
Posts: 3
Joined: 14 Nov 2015, 17:06

Re: Buggy grounds

Post by aaronp » 02 Feb 2019, 00:11

I was having similar issue just yesterday with git master. Not as pronounced, but some textures were flickering black in external cells, including some rocks, the Seyda Neen boat, foliage, and mah face. Trying vanilla seemed to have the same issue with the Seyda Need boat (I didn't look farther than that).

In this case, the issue seems to have been caused by building with the openmw osg fork. Building with the stock osg34 from the arch repos seems to have solved this issue. Obviously this is a Windows build. I don't think they mentioned what version of openmw or osg was being used here, but trying building with a different version of osg34 might help. Trying to build with osg36 or git master caused an immediate crash on loading external cells for me.

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