ValveSoftware / ValveSoftware/source-sdk-2013
Subpixel gaps in models with MSAA only in the SDK
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 10k
- Forks
- 3k
- Avg merge
- 8d 11h
- Merged PRs (30d)
- 2
Description
Wherever a model has a seam (sharp edges, UV seams, etc), there are now visible artifacts with MSAA enabled which aren't there when the same model is looked at outside of the SDK (in my example I used TF2). Considering they are only there with MSAA enabled, and only at certain angles depending on the seams, I think it can be assumed they are gaps in the model. It's very weird that this isn't a problem on any other branches.
In the image below, the model has self-illumination which is visible through the gaps, but the gaps are still present without this.
This does appear to happen regardless of GPU, in my case I have a RTX 3070 Ti.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the reported artifacts with the TF2 model and MSAA enabled, then compare the same model inside and outside the SDK at angles where seams are visible. Investigate the SDK rendering path responsible for model seams and verify the result by confirming that gaps no longer appear with or without self-illumination.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100