Some Bugs in Irrlicht (8)

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gfxstyler
Posts: 222
Joined: Tue Apr 18, 2006 11:47 pm

Some Bugs in Irrlicht (8)

Post by gfxstyler »

Hi!

Because i want to watch a movie an bitplane doesnt answer on irc :D 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)
bitplane
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Re: Some Bugs in Irrlicht (8)

Post by bitplane »

grr.. i said post some test code, and to try in svn :P
thanks for posting though :)
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
i thought this bug was already fixed. it was a problem with the size of the bounding boxes of patches.
gfxstyler wrote: -terrain triangle selector/or getCollisionPoint with terrain-triangle-selector sometimes returns wrong height of 0 (holes?)
same bug, iirc.
gfxstyler wrote: -particles with EMT_TRANSPARENT_ADD_COLOR material and enabled fog become white squares
sounds like a bug, i didnt look at it yet though
gfxstyler 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)
difficult to fix this one, to do with sorting stuff :?
maybe transparent materials with no z-write should draw last, with other transparent materials before them, but after the solids?
gfxstyler wrote: -EMT_NORMAL_MAP_SOLID ignores the ambient-light value (pitch-black areas on the node)
sounds like a bug, didnt look at it yet either though
gfxstyler wrote:
-queryFeature on linux doesn't work when i check for vertex/pixel shaders 1.1 (returns false even when it's true)
what graphics card and drivers?
gfxstyler 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
your ray probably isnt long enough. try drawing it and its bounding box
gfxstyler wrote: svn bugs:
-yield() doesn't work on linux (at least on my system)
you get the same cpu usage with and without yield?
i thought you said it dropped to ~80%, which suggests its working properly.
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gfxstyler
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Joined: Tue Apr 18, 2006 11:47 pm

Post by gfxstyler »

what graphics card and drivers?
Ati Radeon Mobility 9600, Ati FGLRX Driver 8.34.bla
you get the same cpu usage with and without yield?
i thought you said it dropped to ~80%, which suggests its working properly.
about 80-90%, without yield() it's 95-98%, which is nearly the same :(

your ray probably isnt long enough. try drawing it and its bounding box
i made a mistake, the code im using is:

Code: Select all

CollisionManager->getSceneNodeFromScreenCoordinatesBB(
		CursorControl->getPosition())
bitplane
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Post by bitplane »

gfxstyler wrote: about 80-90%, without yield() it's 95-98%, which is nearly the same :(
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:

Code: Select all

CollisionManager->getSceneNodeFromScreenCoordinatesBB(
		CursorControl->getPosition())
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 length
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Warchief
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Re: Some Bugs in Irrlicht (8)

Post by Warchief »

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
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.
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