Pavel Rojtberg

Results 395 comments of Pavel Rojtberg

which rendersystem is this? Because you got code like: https://github.com/tritonas00/rigs-of-rods/blob/d5ef84e51830d5b9706e872e309c827550c22144/source/main/terrain/TerrainGeometryManager.cpp#L471-L472 which could cause this, if you did not provide the respective maps.

> ![](https://user-images.githubusercontent.com/2660424/203190943-c06b2b0b-423c-4db8-8641-6391c35449ab.png) this does not look that wrong actually. The lighting is about right. It seems that overflow is happening on some pixels. Could you attach one of the generated...

SGX_Light_Directional_DiffuseSpecular itself should be fine as it is used everywhere. Can you replace ```glsl gl_FragColor = derived_scene_colour; ``` by 1. ```glsl gl_FragColor = diffuseSpec; ``` 2) ```glsl gl_FragColor = vec4(lTexcoord_0/2...

both already show the noise that you see in the final image. Can you try ```glsl gl_FragColor = texture2D(difftex2, mod (iTexcoord_0*uvMul0.x, 1.0)); ``` ```glsl gl_FragColor = texture2D(difftex3, mod (iTexcoord_0*uvMul0.y, 1.0));...

and ```glsl vec4 diffuseSpec = vec4_splat(0); vec3 TSnormal = vec3_splat(0); ```

> seems the less noisy, its there though and as soon others kick in like SGX_ShadowPCF4 it becomes more :( leave the lines below commented out still

try commenting everything in again and initialise these variables: https://github.com/OGRECave/ogre/issues/648#issuecomment-1324137437 If thats still broken, we need to check the other layers as described here (screenshot sufficient) https://github.com/OGRECave/ogre/issues/648#issuecomment-1324135043

do you have this artifacts in the sample browser demos as well?

> I will try when i manage to compile them it seems you did not enable the Volume component To verify my suspicion, you could also use the stock shader...

> GL works but shadows glitch - screenshots attached. Also I noticed the houses don't receive color shadows the shadow glitch is caused by the PSSM being confused with the...