Polys Disapearing ("Reverse Culling")

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PhGodinho
Posts: 6
Joined: Tue Oct 25, 2011 1:48 am

Polys Disapearing ("Reverse Culling")

Post by PhGodinho »

Guys, just added a scene from irredit, the colision is ok but i have this weird effect of a "reverse culling" the polygons simple disapear when i get near them, when i take distance they show properly.

http://imageshack.us/photo/my-images/804/problem1a.png/
http://imageshack.us/photo/my-images/200/problem2i.png/

The skybox is also crazy, not even showing the proper texture. :lol:

Thanks
Lonesome Ducky
Competition winner
Posts: 1123
Joined: Sun Jun 10, 2007 11:14 pm

Re: Polys Disapearing ("Reverse Culling")

Post by Lonesome Ducky »

Are you using the irrlicht software renderer? If so, don't. It culls any triangles with ANY points off screen, so they visibly poof out of existence all the time. Try burning's, it's faster and much better looking.
PhGodinho
Posts: 6
Joined: Tue Oct 25, 2011 1:48 am

Re: Polys Disapearing ("Reverse Culling")

Post by PhGodinho »

Lonesome Ducky wrote:Are you using the irrlicht software renderer? If so, don't. It culls any triangles with ANY points off screen, so they visibly poof out of existence all the time. Try burning's, it's faster and much better looking.
How can i change the renderer? Sorry, i'm a bit new.

Edit:
Just made the change to OpenGL, everything is fine now, thank you!

There just one more thing, when things are far the texture gets blurred, i dont think its a mipmap, ive allready set the far to very far, how can i get rid of this and get 100% quality textures even on the far objects?
Lonesome Ducky
Competition winner
Posts: 1123
Joined: Sun Jun 10, 2007 11:14 pm

Re: Polys Disapearing ("Reverse Culling")

Post by Lonesome Ducky »

I know you said it's not mipmaps, but... I think it's mipmaps :lol: . If you're talking about setting the far value of the camera, that has absolutely no influence on mipmaps. You need to set the LODBias in the object's material's texture layers.
PhGodinho
Posts: 6
Joined: Tue Oct 25, 2011 1:48 am

Re: Polys Disapearing ("Reverse Culling")

Post by PhGodinho »

Lonesome Ducky wrote:I know you said it's not mipmaps, but... I think it's mipmaps :lol: . If you're talking about setting the far value of the camera, that has absolutely no influence on mipmaps. You need to set the LODBias in the object's material's texture layers.
WOW :o , i came from a purely OpenGL background, and now i have a renderer doing all sort of sutff! Some i dont even want! :lol:

So,how can i disable this LOD? :?
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Re: Polys Disapearing ("Reverse Culling")

Post by shadowslair »

Code: Select all

// To change the bias of a particular texture:
 node->getMaterial(0).TextureLayer[0].LODBias = 0; // 0 is the deafault value, play around with that
 
 
// To enable/disable mipmaps:
 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); // will disable it
// #### LOAD your texture here/create your node if it loads them automatically
 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); // will enable it again for next materials that will be loaded
You can also take a quick look at the documantation when you have some time and will.
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
PhGodinho
Posts: 6
Joined: Tue Oct 25, 2011 1:48 am

Re: Polys Disapearing ("Reverse Culling")

Post by PhGodinho »

shadowslair wrote:

Code: Select all

// To change the bias of a particular texture:
 node->getMaterial(0).TextureLayer[0].LODBias = 0; // 0 is the deafault value, play around with that
 
 
// To enable/disable mipmaps:
 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); // will disable it
// #### LOAD your texture here/create your node if it loads them automatically
 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); // will enable it again for next materials that will be loaded
You can also take a quick look at the documantation when you have some time and will.
Thanks! I was a little lost, from now ill stick to the documentation :D
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