[Linux] [TF2] mat_bumpmap "0" and mat_phong “0” cause black polygon corruption
System Information: https://github.com/shoober420/linux-scripts/blob/main/home/shoober420/sysinfoamd
When setting mat_bumpmap "0" in console, my screen will bug out and black polygons are drawn all across the screen at random times.
This issue started occurring after mesa 20.2, here's the issue on the mesa bugtracker.
this issue was fixed in the 64bit update. i previously had the same problem, and now it works as expected.
@sweglord227 I suspect the issue was fixed merely as a byproduct of the switch from Valves ToGL to DXVK (and thus might still be present under the Legacy OpenGL launch option).
OP, can you retest this on the new Vulkan version?
Closing pending feedback.
Closing pending feedback.
Still broken for me (Mesa 24.1.5-arch1.2.1 Intel(R) HD Graphics 4400 (HSW GT2))
@TailsFanLOL Which render are you using?
@TailsFanLOL Which render are you using?
As in API? OpenGL, obvious.
ToGL is deprecated (called "Legacy OpenGL") by Valve on Team Fortress 2 specifically. I doubt this will be fixed, since the same problem does not exist on DXVK.
ToGL is deprecated (called "Legacy OpenGL") by Valve on Team Fortress 2 specifically. I doubt this will be fixed, since the same problem does not exist on DXVK.
Unrelated, but why do Source games still even use translation layers to DX? Is it really that deep into the codebase?
Fortunately, Source games now have an option for Vulkan which avoids the need for a Direct3D wrapper like ToGL.
Now tell me what DX in DXVK stands for.
All Source 1 games on Linux either use or used the ToGL (Direct3D-to-OpenGL) or DXVK (Direct3D-to-Vulkan) translation layer.
What exists is that there is a way to use DXVK natively, without needing Wine, but still is DXVK and not a native Vulkan render. As far as I can tell, no Source 1 game has any native rendering on Linux; all of them are just translation layers.
Native Vulkan only exists on Source 2 games (at the moment, Dota 2 and CS2).