Flickering mesh nodes and triangles in Irrlicht>=1.3.1

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Kurak
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Flickering mesh nodes and triangles in Irrlicht>=1.3.1

Post by Kurak »

I think I found a bug in Irrlicht.

I have level (map) made in irrEdit 0.7.1 (using Irrlicht 1.3). It is made from 10 meshes imported and moved/scaled/rotated as many mesh scene nodes - there is one big mesh with polycount about 4k (single mesh scene node) and some smaller meshes - total polycount of level is about 32k. All meshes are stored in .X files exported from 3ds max.

Concerning bug, it all works fine in Irrlicht 1.3 (in irrEdit 0.7.1), but when I open it in game (Irrlicht 1.3.1), there is strange bug - meshes flickers (in one frame node is visible, in next - it is visible, but it also concern single triangles) all time I rotate or move camera. It happens (flickering) almost every time I run game, btu sometimes flickering doesn't happen - I think it is random.

It happens also in Irrlicht 1.4 alpha - I checked it in irrEdit 1.4 alpha, and there is this bug. Meshes/triangles are flickering, when I load .irr scene with my level, but (andI think it's quite odd) when I run irrEdit, remove test cube, import my big 4k poly mesh (as mesh scene node), remove it and then load my level in .irr file - it all works fine. But when I restart irrEdit and load level, bug still is there.


As far as I remember in Irrlicht 1.1 version there was similar (or the same, I don't really remember) bug, but it disappeared in 1.2.

And I'm sure it is not bug in my code - irrEdit 1.4 alpha there is this bug, so it's Irrlicht bug.

And, these are screens:
All works fine (in irrEdit 1.4 alpha) - http://img229.imageshack.us/img229/6459/screenokgq1.jpg
Bug (in irrEdit 1.4 alpha, too) - http://img156.imageshack.us/img156/3244 ... bugnv3.jpg
bitplane
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Post by bitplane »

iirc, this only happens in DirectX on an NVidia card, when VSync is disabled. It was first reported when the last nvidia drivers were released, I had to upgrade my drivers to see the problem.

Enabling vsync fixes it for me, but other people had mixed results (maybe drivers allow vsync override). I can reproduce the problem with the load irr file example (it goes away if i remove trans_add materials), it appears in the meshviewer example with one mesh I downloaded (it had no materials iirc).
For me it never happens in the terrain or Quake map examples, but other people have posted screenshots of those with missing triangles. I've never seen the problem in irrEdit either.
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Kurak
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Joined: Sat Feb 17, 2007 7:26 pm
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Post by Kurak »

bitplane wrote:iirc, this only happens in DirectX on an NVidia card, when VSync is disabled. It was first reported when the last nvidia drivers were released, I had to upgrade my drivers to see the problem.

Enabling vsync fixes it for me, but other people had mixed results (maybe drivers allow vsync override). I can reproduce the problem with the load irr file example (it goes away if i remove trans_add materials), it appears in the meshviewer example with one mesh I downloaded (it had no materials iirc).
For me it never happens in the terrain or Quake map examples, but other people have posted screenshots of those with missing triangles. I've never seen the problem in irrEdit either.
In game vsync is enabled and drivers respects it (fps is never >screen refresh rate), but yes, i tested it only on NVIDIA cards (gf 5200 fx and 6600 gt).
And there's one scene node with "trans_add" material (used as water).
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