Hi!
Because i want to watch a movie an bitplane doesnt answer on irc im gonna post the list here:
1.2 bugs:
-terrain-patches don't render
-problem: http://img411.imageshack.us/img411/9897/beforepb5.jpg
-when you move the camera slightly: http://img411.imageshack.us/img411/5954/afterkf5.jpg
-terrain triangle selector/or getCollisionPoint with terrain-triangle-selector sometimes returns wrong height of 0 (holes?)
-particles with EMT_TRANSPARENT_ADD_COLOR material and enabled fog become white squares
-nodes under a plane (my water-plane) with EMT_TRANSPARENT_ADD_COLOR material are not covered by the water sometimes (and sometimes when they shouldn't they are)
-EMT_NORMAL_MAP_SOLID ignores the ambient-light value (pitch-black areas on the node)
-queryFeature on linux doesn't work when i check for vertex/pixel shaders 1.1 (returns false even when it's true)
-getSceneNodeFromRayBB sometimes doesnt work (when the distance is too far)
-problem (nodes get scaled 2x when clicked): http://img403.imageshack.us/img403/8268 ... odeye9.jpg
-when you get closer a little: http://img240.imageshack.us/img240/4314 ... odemu4.jpg
svn bugs:
-yield() doesn't work on linux (at least on my system)
Some Bugs in Irrlicht (8)
Re: Some Bugs in Irrlicht (8)
grr.. i said post some test code, and to try in svn
thanks for posting though
maybe transparent materials with no z-write should draw last, with other transparent materials before them, but after the solids?
i thought you said it dropped to ~80%, which suggests its working properly.
thanks for posting though
i thought this bug was already fixed. it was a problem with the size of the bounding boxes of patches.gfxstyler wrote: 1.2 bugs:
-terrain-patches don't render
-problem: http://img411.imageshack.us/img411/9897/beforepb5.jpg
-when you move the camera slightly: http://img411.imageshack.us/img411/5954/afterkf5.jpg
same bug, iirc.gfxstyler wrote: -terrain triangle selector/or getCollisionPoint with terrain-triangle-selector sometimes returns wrong height of 0 (holes?)
sounds like a bug, i didnt look at it yet thoughgfxstyler wrote: -particles with EMT_TRANSPARENT_ADD_COLOR material and enabled fog become white squares
difficult to fix this one, to do with sorting stuffgfxstyler wrote: -nodes under a plane (my water-plane) with EMT_TRANSPARENT_ADD_COLOR material are not covered by the water sometimes (and sometimes when they shouldn't they are)
maybe transparent materials with no z-write should draw last, with other transparent materials before them, but after the solids?
sounds like a bug, didnt look at it yet either thoughgfxstyler wrote: -EMT_NORMAL_MAP_SOLID ignores the ambient-light value (pitch-black areas on the node)
what graphics card and drivers?gfxstyler wrote:
-queryFeature on linux doesn't work when i check for vertex/pixel shaders 1.1 (returns false even when it's true)
your ray probably isnt long enough. try drawing it and its bounding boxgfxstyler wrote: -getSceneNodeFromRayBB sometimes doesnt work (when the distance is too far)
-problem (nodes get scaled 2x when clicked): http://img403.imageshack.us/img403/8268 ... odeye9.jpg
-when you get closer a little: http://img240.imageshack.us/img240/4314 ... odemu4.jpg
you get the same cpu usage with and without yield?gfxstyler wrote: svn bugs:
-yield() doesn't work on linux (at least on my system)
i thought you said it dropped to ~80%, which suggests its working properly.
Ati Radeon Mobility 9600, Ati FGLRX Driver 8.34.blawhat graphics card and drivers?
about 80-90%, without yield() it's 95-98%, which is nearly the sameyou get the same cpu usage with and without yield?
i thought you said it dropped to ~80%, which suggests its working properly.
i made a mistake, the code im using is:your ray probably isnt long enough. try drawing it and its bounding box
Code: Select all
CollisionManager->getSceneNodeFromScreenCoordinatesBB(
CursorControl->getPosition())
ah yes then it's working correctly. yield gives up control for the shortest possible time. to actually sleep for a set time you can use device->sleep(time)gfxstyler wrote: about 80-90%, without yield() it's 95-98%, which is nearly the same
hmm yes, this may be a bug in getRayFromScreenCoordinates, if the ray doesn't go all the way to the far plane. or maybe getSceneNodeFromScreenCoordinatesBB should make sure it goes all the way to the far plane, since getRayFromScreenCoordinates doesn't state that it guarantees a lengthgfxstyler wrote:Code: Select all
CollisionManager->getSceneNodeFromScreenCoordinatesBB( CursorControl->getPosition())
Re: Some Bugs in Irrlicht (8)
I had this problem with irrspintz (here). The solution was to increase the scale of the world or to use ITerrainSceneNode::setCameraMovementDelta and ITerrainSceneNode::setCameraRotationDelta to set a small value. You may want to try them.gfxstyler wrote:Hi!
1.2 bugs:
-terrain-patches don't render
-problem: http://img411.imageshack.us/img411/9897/beforepb5.jpg
-when you move the camera slightly: http://img411.imageshack.us/img411/5954/afterkf5.jpg
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