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https://discord.com/channels/223511295431933953/223511391531827200/1051936732418945084
So I find this a little bit hard to explain buuut:
From 3.7.4 to 3.8 there has been a bit of a regression wrt how textures are rendered in FSO. This is noticable when post_processing is turned off or on in the engine.
Specifically and most notably: The way mission backgrounds are rendered changes considerably. Whilst by default FS2's backgrounds are supposed to be rendered additively, when post_processing is turned on, they're not. Research by @qazwsxal indiccated that textures are being rendered to the G-buffer much brighter when post-processing is disabled.
Another time this is very noticable is with squadron logos: Squadron logos are nearly transparent on ships with post_processing turned on. They're a lot more visible when post_processiing is turned off. This should not be happening.


Notice the massive difference, even though this is long before post_processing is supposed to have any effect.
Also please note this example: On this screenshot, all effects adn rendering and what have you except textures is turned off. Nothing that's visible here should be affected by post_processing. And yet...

Note how the sun texture is a lot brighter, how a lot of the sun's effects suddenly become more visible, and (if you want to check this yourself), sun glare effects simply have less colour banding, and corona effects become visible.
ALso this, notice whilst the tonemapper is fully linear, several things look different in the background rendering specifically: Bits where nebulae overlap are brighter. The stars "shine through" the background, and hte sun's glare is more gradual.
Please forgive me if my speech is confusing, I don't understand graphics pipelines, but this seems like an issue where graphics are changed at the start of the pipeline in a way they shouldn't be.
Issues occur in FSO from 3.8 onwards.




