Page 1 of 1

Shader question

Posted: Fri Oct 16, 2015 1:11 am
by sst13
What's the deal with "rgbGen exactVertex"?

Q3ASE tells me "This keyword is not available in normal Q3A, using Vertex instead".
So i've never used this key - always wondering how to get the correct brightness in vertex lit shaders. (rgbGen Vertex + fullscreen = to dark)

But "exactVertex" seems to work fine in Q3A. There are also some valid original shader using this keyword.

Is it just a bug within Q3ASE?
Or are there maybe some issues with this key? (maybe only on particular GFX-cards)

I'm a little bit confused now. Is it "safe" to use exactVertex? :confused:

Re: Shader question

Posted: Fri Oct 16, 2015 9:15 am
by AndyW
I found this: http://q3map2.robotrenegade.com/docs/sh ... tives.html
--------
rgbGen exactVertex:
Like vertex, except exactVertex ignores overbrightbits. Generally brighter under default settings.
--------

Seems "safe" i think :)
Hope that helps!

Re: Shader question

Posted: Sun Oct 18, 2015 5:15 pm
by $NulL
exactvertex is perfectly safe. Years ago I could have given you an exact definition of what the difference is, but maintaining brightness between overbright bits settings sounds right. I had a quick look at one of my shader files, I've used exactvertex a lot myself. I think Q3ASE has quite a lot of bugs :)

Re: Shader question

Posted: Sun Oct 18, 2015 7:21 pm
by CZghost
Yes, that's why I'd like to build own shader editor (just need some resources). Q3ASE is a way too much buggy and using DirectX renderer instead of OpenGL makes for different looking apart from the game.

Re: Shader question

Posted: Mon Oct 19, 2015 6:14 am
by Hipshot
Just make your shader changes and whatnot, then use vid_restart in the game, that's what I always do.

Re: Shader question

Posted: Mon Oct 19, 2015 3:09 pm
by sst13
Ok, thanks guys! I'm going to use it...