Comments (6)
I don't remember doing anything with it and code looks unchanged. Field of view (cg_fov cvar) might affect how it appears. Spearmint automatically converts cg_fov cvar value (assumed 4:3 aspect) to the current aspect (or set cg_fovAspectAdjust 0 to disable this). You can use https://casualhacks.net/Source-FOV-calculator.html "What's my real FOV?" to get "Actual FOV" to set cg_fov to in other Quake 3 engines.
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Behind the wood column is a decal shader with polygonOffset
. I changed the polygon offset values in Spearmint d85c209 and in this situation causes the decal to offset in front of the wood column or Z-fight with it. The values are passed to OpenGL's glPolygonOffset() function that I don't really understand.
Changing to the vanilla Quake 3 / ioquake3 values solves this issue.
Spearmint
r_offsetunits "-600"
r_offsetfactor "0"
ioquake3
r_offsetunits "-2"
r_offsetfactor "-1"
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Can confirm setting the ioquake3 values resolves this issue as well. I should stop suggesting theories I'm 0 for 2 today. LOL.
In order to set this I need to load Rustgrad through the console as a devmap. Otherwise I get feedback stating the value of the setting is cheat protected. Is there somewhere I can set these values so they stay applied. If possible I like to avoid loading the map through the console.
Thanks again for the quick response by the way.
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I guess I'll just use the console :p
No worries, thank you for responding to my questions. Like I said before I do appreciate it. Would you like me to close out these issues I posted in here?
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No, leave them open. They're real issues and may be fixed eventually. I'm just not really working on Spearmint at this point. Thanks for reporting them.
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You're welcome. One last thing, and I'm sorry to go off topic but this is more a curiosity than a thing that needs its own thread...
Running Quake 3 under Spearmint in 21:9 resolutions... during the campaign, at the end of a match, you were able to get the podium with the player and bots to display the correct distance away from the camera. I'm wondering if that is something that can be tweaked in the console or if that was some handy work you baked into Spearmint?
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Related Issues (20)
- Request: can you add the support to quake 3 cinematic texture HOT 10
- Misleading comment that networked entityState_t weapon bits must be at least 8
- q3map2 "_skybox" entity rendering is broken HOT 1
- Support for Star Trek Elite Force 2 Demo BSPs HOT 1
- Rendering issue in stchdm2 (The State is Not Your Friend), HOT 5
- Can't load prerendered font correctly HOT 1
- Team Arena won't play in 1080p HOT 2
- Add support for FAKK/Alice SKB models / SKA animations
- Add support for shader keywords in Q3 IHV and Q3Test 1.03/1.05
- Add a workaround for MAX_PATCH_PLANES HOT 4
- cg_thirdPerson 1 draws crosshair sprite in mirrors
- timescale causes choppiness HOT 2
- S_StopAllSounds() doesn't stop all streaming sounds
- Add com_maxfps to Graphics Settings HOT 1
- OpenGL1: Overbright without gamma ramps
- Spearmint and OBS HOT 1
- OpenGL2: minor fix for Splitscreen view. HOT 1
- Add cvar for zoom sensitivity
- OpenGL2: shader stages for normalmaps/parallaxmaps aren't working. HOT 2
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