[fixed] VS level wrecks transparency

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Baron Vladimir Harkonnen
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Joined: Mon Oct 30, 2006 5:40 pm

[fixed] VS level wrecks transparency

Post by x3n » Tue Jun 19, 2007 11:04 pm

In the vertical scroller level (mission 1 or so), the hud ist white (and solid) and the explosion in the end isn't displayed correctly. After playing this level, the transparency of the HUD and all emitters are wrecked (this means in most cases: not displayed).
I had to restart Orxonox to solve this problem.

The problem occurs with updated presentation and data trunk (and it already happened yesterday (or Sunday?))

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Joined: Wed Oct 11, 2006 7:43 am

Post by silvan » Wed Jun 20, 2007 7:10 am

I can confirm that. Beni knows about the solid HUD and said that it was easy to fix.
The second thing is more annoying as I have no idea where it could come from. The explosion you see at the end is implemented exactly the same as the explosion at the end of the intro sequence on the moon. So there should be no difference. (except that i had to adjust the size)
The light on the end of the tunnel is a train.

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Baron Vladimir Harkonnen
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Location: Bern

Post by patrick » Wed Jun 20, 2007 8:35 am

this sounds like a glPushAttrib/glPopAttrib problem. Someone rendering transparent stuff forgets to pop again after push.
find out what you need to do in order to get this problem and look in the sources of the objects displayed at that time.

You will most probably find, that there is an uneven number of pushs/pops.

ask nicolas/chrigi about this :D

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Post by chrigi » Wed Jun 20, 2007 7:43 pm

fixed in 10746
Index: src/world_entities/projectiles/plasma_pulse.cc
--- src/world_entities/projectiles/plasma_pulse.cc (revision 10740)
+++ src/world_entities/projectiles/plasma_pulse.cc (working copy)
@@ -134,10 +134,12 @@
void PlasmaPulse::draw () const
+ glPushAttrib(GL_ENABLE_BIT);
glEnable( GL_ALPHA_TEST);
glAlphaFunc( GL_GEQUAL, .5);
// this->blink->draw();
+ glPopAttrib();


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