The dirt roads (feldwege) somehow don't look right ... #8254

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opened 2025-03-18 17:09:59 +01:00 by Boot · 4 comments
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... especially with the new shaders. In the screenshot you can see the saw teeth and the difference to normal dirt.

screenshot_20250315_224649.jpg

... especially with the new shaders. In the screenshot you can see the saw teeth and the difference to normal dirt. ![screenshot_20250315_224649.jpg](/attachments/21d4b43e-9619-43a8-84eb-c389779671f8)
AliasAlreadyTaken was assigned by Boot 2025-03-18 17:10:07 +01:00
Boot changed title from The dirt roads (feldwege)somehow don't look right ... to The dirt roads (feldwege) somehow don't look right ... 2025-03-18 17:10:53 +01:00
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No idea. I don't know enough about shaders and that. The feldweg nodes have to be models - not full nodes. That may lead to some diffrent way of drawing them. Other than that I have no idea.

No idea. I don't know enough about shaders and that. The feldweg nodes have to be models - not full nodes. That may lead to some diffrent way of drawing them. Other than that I have no idea.
AliasAlreadyTaken added the
1. kind/bug
4. step/help wanted
labels 2025-03-22 00:30:30 +01:00

There may be some setting we need to take. Experimentation needed.

There may be some setting we need to take. Experimentation needed.
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This is caused by shadow shaders (disable shadows and roads look exactly same as full nodes).

The first problem that I see on my machine looks like shadow acne (other description) - the stripes/banding you can see.

The blocks being darker as a whole (and even shadowing adjacent block edges) looks like a similar self-shadowing issue, maybe caused by somehow scaling them differently during shadow map pass (like the mesh being slightly larger when shadow map is rendered, then, during rendering, each pixel of the mesh surface ends up being shadowed)...

[I also examined the mesh, there's no doubled surfaces or wrong normals there.]

In short: engine/shaders issue.

This is caused by shadow shaders (disable shadows and roads look exactly same as full nodes). The first problem that I see on my machine looks like [shadow acne](https://computergraphics.stackexchange.com/questions/2192/cause-of-shadow-acne) ([other description](https://digitalrune.github.io/DigitalRune-Documentation/html/3f4d959e-9c98-4a97-8d85-7a73c26145d7.htm)) - the stripes/banding you can see. The blocks being darker as a whole (and even shadowing adjacent block edges) looks like a similar *self-shadowing* issue, maybe caused by somehow scaling them differently during shadow map pass (like the mesh being slightly larger when shadow map is rendered, then, during rendering, each pixel of the mesh surface ends up being shadowed)... [I also examined the mesh, there's no doubled surfaces or wrong normals there.] In short: engine/shaders issue.
AliasAlreadyTaken added
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and removed
4. step/help wanted
labels 2025-03-22 15:01:55 +01:00
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I only use the shaders of the original game. So I don't see this as a problem of my client only. But something is missing from Sokomine's mod so that it can be displayed attractively with the latest versions of Luanti. I suspect the problem will also occur with other mods of other coders and therefore it could be an issue from Luanti (client).

I only use the shaders of the original game. So I don't see this as a problem of my client only. But something is missing from Sokomine's mod so that it can be displayed attractively with the latest versions of Luanti. I suspect the problem will also occur with other mods of other coders and therefore it could be an issue from Luanti (client).
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Reference: your-land/bugtracker#8254
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