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[Linux] [TF2] mat_bumpmap "0" and mat_phong “0” cause black polygon corruption

Open shoober420 opened this issue 5 years ago • 7 comments

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.

shoober420 avatar Nov 20 '20 21:11 shoober420

This issue started occurring after mesa 20.2, here's the issue on the mesa bugtracker.

LavaDesu avatar Nov 22 '20 08:11 LavaDesu

this issue was fixed in the 64bit update. i previously had the same problem, and now it works as expected.

sweglord227 avatar Apr 20 '24 04:04 sweglord227

@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).

Ristovski avatar Apr 20 '24 07:04 Ristovski

OP, can you retest this on the new Vulkan version?

Tiagoquix avatar Jun 09 '24 10:06 Tiagoquix

Closing pending feedback.

kisak-valve avatar Jul 12 '24 23:07 kisak-valve

Closing pending feedback.

Still broken for me (Mesa 24.1.5-arch1.2.1 Intel(R) HD Graphics 4400 (HSW GT2))

diaphragm-workplace avatar Aug 14 '24 11:08 diaphragm-workplace

@TailsFanLOL Which render are you using?

Tiagoquix avatar Aug 14 '24 13:08 Tiagoquix

@TailsFanLOL Which render are you using?

As in API? OpenGL, obvious.

diaphragm-workplace avatar Aug 14 '24 13:08 diaphragm-workplace

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.

Tiagoquix avatar Aug 14 '24 13:08 Tiagoquix

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?

diaphragm-workplace avatar Aug 14 '24 14:08 diaphragm-workplace

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.

diaphragm-workplace avatar Aug 14 '24 20:08 diaphragm-workplace

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).

Tiagoquix avatar Aug 15 '24 00:08 Tiagoquix