[v2.2.15] The Horizon effect is broken for OPENGL and creates visual glitches.

Aquavine

📀🌻Frutiger Aero enjoyer :3🌻📀
The new SRB2 version seems to break how the horizon effect renders for the OPENGL renderer. Where the software renderer seems to have no issues at all.

So the context behind finding this bug was me converting my 2.2.13 map into 2.2.15. So the map used a combination of horizon effect applied on a thok barrier (just like recommended in the wiki guide), which worked perfectly fine in both renderers in 2.2.13. But when I updated to 2.2.15 this is what I was met with while testing the map in OPENGL renderer:

For context, the wall on the left has the celling lowered down to create a thok barrier, but that causes the effect to completely disappear. But If I get rid of the thok barrier and get the ceiling to it's regular height the effect works again, yet it causes geometry and other objects to pierce through the walls in a similar way as if there were no textures applied to the wall (Only in OPENGL.)



And here is the bug fully replicated and compared with the way horizon effect works in software.

And here's how closely the "no textures" pierce-through bug in OPENGL looks to the horizon effect bug present in 2.2.15.

And here's the setup I used to recreate the bug along with the map available for further testing.
1739988081002.png

The fact the horizon effect with thok barriers worked perfectly fine in earlier versions until 2.2.15 tells me that this is a bug that shouldn't normally appear. And my idea for why the geometry pierces through horizon effect when applied on walls is because it may be in some way similar to the no-texture bug in a sense that they visually work pretty much the same. (Does that sentence even make sense...?)



I hope that this issue will be fixed in some way (even just by making the thok barriers not cancel out the effect in OPENGL to have parity with software again) because this genuinely makes me unable to continue with the development of my addon and it also even caused actual crashes to occur. So I probably can't just let this bug slide due to this...

And I'm sorry if I may be somehow rude in this message, but that quirk just poisoned my blood since it appeared and it just drives me insane because I can't fix it in a way that won't just throw the use of horizon effect completely out of the window... :dramahog: (Which I kinda need due to the visual aspect of it.)
 

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I hope that this issue will be fixed in some way (even just by making the thok barriers not cancel out the effect in OPENGL to have parity with software again) because this genuinely makes me unable to continue with the development of my addon and it also even caused actual crashes to occur. So I probably can't just let this bug slide due to this...
I just came here to debunk this claim and say that the crashes weren’t caused by the horizon effect, but instead were caused by a faulty SOC. (Which still presents a problem for me, but that’s a topic for a different thread...)
 
Same here. No Horizon Effect in OpenGL. Even on a non-FOF floor it’s not working. I don’t know what is going on, but whoever allowed the game to patch with those bugs, I’m starting to think this is actually intentional.
 
Same here. No Horizon Effect in OpenGL. Even on a non-FOF floor it’s not working. I don’t know what is going on, but whoever allowed the game to patch with those bugs, I’m starting to think this is actually intentional.
Yeah... And even if this bug would be intentional, then it still wouldn’t make realistic sense. Like the software rendering might be the defeult renderer for this game, AND horizon effect works fine there, but it doesn’t in OPENGL.

And another point to why this is 100% a bug, is that there were no problems with it in 2.2.13, because I myself didn’t instantly update, and after I did my map’s horizon effect broke down.

And for last... I don’t think clipping geometry looks that pretty to keep it as a intented usage... -_-

I just hope someone from the dev team will notice this thread because I don’t want my map to have that janky clipping geometry... (And you also can’t play the stage in software comfortably due to software engine based visual bug, so I’m cornered at the moment... :C)
 
I do not see this issue on the Gitlab page, and it looks like you have a clear-cut example of how it can be triggered.

The team for the most part will only pay full attention to what is posted there, report the issue and attach the map.
 
I do not see this issue on the Gitlab page, and it looks like you have a clear-cut example of how it can be triggered.

The team for the most part will only pay full attention to what is posted there, report the issue and attach the map.
I don't exactly have a gitlab account, and I bet that I won't use it that much either way, or I probably will just make the account to report this singular bug and never use it again. So do you think it's a good idea to maybe ask someone else who has an account to report it for me? Or should I just make the account and report it myself?
 
I don't exactly have a gitlab account, and I bet that I won't use it that much either way, or I probably will just make the account to report this singular bug and never use it again. So do you think it's a good idea to maybe ask someone else who has an account to report it for me? Or should I just make the account and report it myself?
Nothing bad will happen to your account if you are not continually using it, or at least nothing bad should happen to it.

The worst that could happen is your account being considered 'inactive' after a long period of non-use and deactivated as a result. You already have the materials needed to report it, so I recommend you make the account.
 

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