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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 10-15-2015 05:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


What's the deal with "rgbGen exactVertex"?

Q3ASE tells me "This keyword is not available in normal Q3A, using Vertex instead".
So i've never used this key - always wondering how to get the correct brightness in vertex lit shaders. (rgbGen Vertex + fullscreen = to dark)

But "exactVertex" seems to work fine in Q3A. There are also some valid original shader using this keyword.

Is it just a bug within Q3ASE?
Or are there maybe some issues with this key? (maybe only on particular GFX-cards)

I'm a little bit confused now. Is it "safe" to use exactVertex? :confused:



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The Afflicted
The Afflicted
Joined: 11 Mar 2015
Posts: 848
PostPosted: 10-16-2015 01:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


I found this: http://q3map2.robotrenegade.com/docs/sh ... tives.html
--------
rgbGen exactVertex:
Like vertex, except exactVertex ignores overbrightbits. Generally brighter under default settings.
--------

Seems "safe" i think :)
Hope that helps!



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The Afflicted
The Afflicted
Joined: 27 Mar 2002
Posts: 793
PostPosted: 10-18-2015 09:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


exactvertex is perfectly safe. Years ago I could have given you an exact definition of what the difference is, but maintaining brightness between overbright bits settings sounds right. I had a quick look at one of my shader files, I've used exactvertex a lot myself. I think Q3ASE has quite a lot of bugs :)




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 10-18-2015 11:21 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yes, that's why I'd like to build own shader editor (just need some resources). Q3ASE is a way too much buggy and using DirectX renderer instead of OpenGL makes for different looking apart from the game.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 10-18-2015 10:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


Just make your shader changes and whatnot, then use vid_restart in the game, that's what I always do.



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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 10-19-2015 07:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ok, thanks guys! I'm going to use it...



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