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Problem with Color and EmissiveColor commands

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Problem with Color and EmissiveColor commands Empty Problem with Color and EmissiveColor commands

Post by gcs7e7 Fri Jun 05, 2020 1:27 pm

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:
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:
Problem with Color and EmissiveColor commands Deskto12

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:
Problem with Color and EmissiveColor commands Color10

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!

gcs7e7

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BPI-919 Andris likes this post

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by graymac Fri Jun 05, 2020 7:53 pm

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
graymac
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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by leezer3 Sat Jun 06, 2020 6:36 pm

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 Razz
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.

leezer3

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by leezer3 Sat Jun 06, 2020 7:16 pm

I *really* hate GL lighting Razz
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.....

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by gcs7e7 Sun Jun 07, 2020 1:05 pm

It's better, but not the same. Maybe it's somewhere in the middle between the two: Smile
/middle column/
Problem with Color and EmissiveColor commands Color_10

An interesting thing:
In Object Viewer, with new renderer it displayed correctly.

gcs7e7

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by leezer3 Sun Jun 07, 2020 10:34 pm

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.

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by gcs7e7 Mon Jun 08, 2020 1:01 pm

I was take some new pic:
Problem with Color and EmissiveColor commands Color210
In my opinion the correct is the Object Viewer.

An idea:
Can the lighting settings of the route also change it? An illuminated surface should not change from it (if I remember correctly that was the case in the old versions).

gcs7e7

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by leezer3 Mon Jun 08, 2020 10:07 pm

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

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by gcs7e7 Wed Jun 10, 2020 4:37 pm

It seems ok.

But I don't know, if I see an illuminated surface from two different angles, why has it different colors too?
Problem with Color and EmissiveColor commands Base_p14Problem with Color and EmissiveColor commands Base_p13

gcs7e7

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by graymac Thu Jun 11, 2020 7:50 pm

Possible effect of directional lighting parameters?
graymac
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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

Post by gcs7e7 Fri Jun 12, 2020 11:52 am

I've been thinking about this before, too. But a luminous surface should not change from that.

gcs7e7

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Problem with Color and EmissiveColor commands Empty Re: Problem with Color and EmissiveColor commands

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