Problem with Color and EmissiveColor commands
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Problem with Color and EmissiveColor commands
Hi!
In the new 1.7.1.6 version I have a problem with Color and EmissiveColor commands:
I use a white base for displays in vehicles and I color afterwards with these commands.
Like this:
An example for display pics:
And the problem is:
The colors in the two versions (1.7.1.5 /first column/ vs 1.7.1.6 /second column/) do not match:
Color commands:
Turquoise:
Color 35,250,102
EmissiveColor 35,250,102
Orange:
Color 255,70,0
EmissiveColor 255,110,0
Green:
Color 100,250,20
EmissiveColor 100,250,20
Thanks in advance!
In the new 1.7.1.6 version I have a problem with Color and EmissiveColor commands:
I use a white base for displays in vehicles and I color afterwards with these commands.
Like this:
- Code:
[MeshBuilder]
Vertex 0.625,3.105,4.233
Vertex 0.625,2.9,4.233
Vertex -0.625,2.9,4.233
Vertex -0.625,3.105,4.233
Face 3,2,1,0
[Texture]
Load ../_kijelzo/01_1.png
Coordinates 0,0,0
Coordinates 1,0,1
Coordinates 2,1,1
Coordinates 3,1,0
Color 100,250,20
EmissiveColor 100,250,20
An example for display pics:
And the problem is:
The colors in the two versions (1.7.1.5 /first column/ vs 1.7.1.6 /second column/) do not match:
Color commands:
Turquoise:
Color 35,250,102
EmissiveColor 35,250,102
Orange:
Color 255,70,0
EmissiveColor 255,110,0
Green:
Color 100,250,20
EmissiveColor 100,250,20
Thanks in advance!
BPI-919 Andris likes this post
Re: Problem with Color and EmissiveColor commands
if you want the texture to stay at full strength regardless of lighting (day/night) you might find it better to forget color and simply load a daytime and a night time texture (which can be one and the same.
Try this, without specifying either normal or emissive color:
[texture]
Load ../_kijelzo/01_1.png, ../_kijelzo/01_1.png
Try this, without specifying either normal or emissive color:
[texture]
Load ../_kijelzo/01_1.png, ../_kijelzo/01_1.png
Re: Problem with Color and EmissiveColor commands
graymac wrote:if you want the texture to stay at full strength regardless of lighting (day/night) you might find it better to forget color and simply load a daytime and a night time texture (which can be one and the same.
Try this, without specifying either normal or emissive color:
[texture]
Load ../_kijelzo/01_1.png, ../_kijelzo/01_1.png
First, please don't do that
This is taking advantage of an unintentional lighting 'bug', which has actually caused quite a PITA to reproduce in GL3.0.
The correct / supported method of getting that effect is to simply declare the face as emitting pure white, e.g.
- Code:
EmissiveColor 255,255,255
I can see the issue with the color change (only on GL3.0 renderer), am trying to get to the bottom of it.
Re: Problem with Color and EmissiveColor commands
I *really* hate GL lighting
Going yet deeper into this rabbit hole, it seems we weren't taking account of the GL.LightModel parameter in the shader (which predicatably isn't the default, otherwise this wouldn't have happened).
Try the build from today:
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-06-06.zip
I don't think this has broken anything else, but stand to be corrected.....
Going yet deeper into this rabbit hole, it seems we weren't taking account of the GL.LightModel parameter in the shader (which predicatably isn't the default, otherwise this wouldn't have happened).
Try the build from today:
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-06-06.zip
I don't think this has broken anything else, but stand to be corrected.....
Re: Problem with Color and EmissiveColor commands
This build has a little more fiddling, but primarily aimed at objects with both a daytime / nighttime texture:
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-06-07.zip
Potentially stupid question:
What does the *old* renderer look like?
This should now very nearly match the current output of the new renderer.
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-06-07.zip
Potentially stupid question:
What does the *old* renderer look like?
This should now very nearly match the current output of the new renderer.
Re: Problem with Color and EmissiveColor commands
Yet another try, we might have something here:
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-06-08.zip
I've fiddled (again....) with some more things, and I *think* the new renderer is now an exact replica of the old.
This also alters the unlit polygon hack to avoid producing off-color polygons under some circumstances.
NOTE:
Object Viewer and Route Viewer deliberately do not apply the two-textures hack.
To produce approximately the same effect, please use an emissive color of 255,255,255
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-06-08.zip
I've fiddled (again....) with some more things, and I *think* the new renderer is now an exact replica of the old.
This also alters the unlit polygon hack to avoid producing off-color polygons under some circumstances.
NOTE:
Object Viewer and Route Viewer deliberately do not apply the two-textures hack.
To produce approximately the same effect, please use an emissive color of 255,255,255
Re: Problem with Color and EmissiveColor commands
Possible effect of directional lighting parameters?
Re: Problem with Color and EmissiveColor commands
I've been thinking about this before, too. But a luminous surface should not change from that.
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