Hi there!
I'm not sure if this is where to post this Bug Report, but it is in the "Bug Report" thread so:
I bought Killing Floor not too long ago for Linux (because I generally have a rule, if it's not on Linux, I won't play it!) .. But, the Graphics make me think it's really an incomplete Game and that's a shame.
It's the same bug reports that have been posted however, I can possibly provide a little insight? It seems you use a Texture for the Flash Light that's possibly layered on every (almost?) every Mesh, and you most likely provide the Multi-UV's however, it almost seems like you might be using gl_TexCoord in your Shaders and not doing any blending of textures. Perhaps someone could update the Shaders and use maybe a Uniform saying how many Textures there are and a "for" loop with gl_MultiTexCoord? Or maybe as a no 'conditional looping rule' you could use a #define and dynamic compile or use the # (MaxTexUnits) from the INI? Then use a static for-loop in the GLSL shader with the #define of the MaxTexUnits?
I hope you still care about this game, it would be great of you guys to fix this and I would be very thankful! it preps me for Killing Floor 2. :) (this might fix every "glitch" reported, as Multi-Texturing would fix the Stalkers and Flash Light, and other glitches).
Thank you very much!!
- Dennis
I'm not sure if this is where to post this Bug Report, but it is in the "Bug Report" thread so:
I bought Killing Floor not too long ago for Linux (because I generally have a rule, if it's not on Linux, I won't play it!) .. But, the Graphics make me think it's really an incomplete Game and that's a shame.
It's the same bug reports that have been posted however, I can possibly provide a little insight? It seems you use a Texture for the Flash Light that's possibly layered on every (almost?) every Mesh, and you most likely provide the Multi-UV's however, it almost seems like you might be using gl_TexCoord in your Shaders and not doing any blending of textures. Perhaps someone could update the Shaders and use maybe a Uniform saying how many Textures there are and a "for" loop with gl_MultiTexCoord? Or maybe as a no 'conditional looping rule' you could use a #define and dynamic compile or use the # (MaxTexUnits) from the INI? Then use a static for-loop in the GLSL shader with the #define of the MaxTexUnits?
I hope you still care about this game, it would be great of you guys to fix this and I would be very thankful! it preps me for Killing Floor 2. :) (this might fix every "glitch" reported, as Multi-Texturing would fix the Stalkers and Flash Light, and other glitches).
Thank you very much!!
- Dennis
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