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GoogleCodeExporter avatar GoogleCodeExporter commented on September 5, 2024
Does this effect appear only with ENBSeries, or even in normal renderer?

Original comment by [email protected] on 29 Nov 2012 at 2:19

from qindie-gl.

GoogleCodeExporter avatar GoogleCodeExporter commented on September 5, 2024
The issue is only apparent with effects added by ENB that use the depth map, 
nothing else in T2 uses it naturally (beiing a dx7 era title after all).

I can only assume, from my perspective, that qindiegl is generating the depth 
map and observe the issue with BSP objects/interiors not translating to it. I 
wouldn't know if an OpenGL title this old has a depth map or uses it in any 
way, but there was some mention of missing depth data in games with BSP 
rendered levels.

Original comment by [email protected] on 30 Nov 2012 at 1:20

from qindie-gl.

GoogleCodeExporter avatar GoogleCodeExporter commented on September 5, 2024
It actually may be similar to the problem with QeffectsGL, where SSAO produces 
same artifacts in some Doom2 engines, where monster sprites are not rendered to 
depth buffer at all. If the issue does not appear in normal renderer (without 
ENBSeries, but with QindieGL), then it is possibly not a QindieGL-related issue.
QindieGL does not generate any internal depth maps, it just translates OpenGL 
depth-state related calls to Direct3D.

Original comment by [email protected] on 30 Nov 2012 at 6:34

from qindie-gl.

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