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Posted: Sat Feb 14, 2004 12:06 pm
by Guest
But is this problem really fixed? If you look at the 2 screenshots showing the fixed version, I can still see some gaps in the scene. E.g. in the 2nd screenshot you can see the stairs while you should not. Or is it a different problem? Anyway, I'ld like to see this fixed ... ;)

Posted: Tue Mar 23, 2004 4:49 pm
by kkradeka
Sorry for the late reaction. I am a 3d engine programmer. However i dont know irrlicht engine very well(so i dont know what exactly should i change in my code). I am loading .bps files into my engine. I have the same problem with the polygons (every second is ignored). Could you tell my what to fix?

Posted: Thu Dec 08, 2005 1:43 pm
by LarryTM
Hi,

i apply patch and stiil i have this problem with complex polygons :/ can anyone help me with that?

/lar

Posted: Thu Dec 08, 2005 2:30 pm
by hybrid
LarryTM wrote: i apply patch and stiil i have this problem with complex polygons :/ can anyone help me with that?
Which version of Irrlicht so you use? This patch had been integrated aeons ago, I'm really wondering how you could apply it. So you should probably provide some more information, maybe screenshots?

Posted: Thu Dec 08, 2005 3:27 pm
by LarryTM
Latest version of Irrlicht 0.14 + Dev-C++

Here are the screenshots :

Image

and

Image

/lar

Posted: Thu Dec 08, 2005 4:25 pm
by vermeer
I'm no coder (gotta start to put this in my signature, lol)

But the error in the tower looks familiar to me as an artist. Normals. Like if the smooth groups where lost and a pair of quads, faces, where concident, too near, or in a ver sharp angle with the walls you see darkened...notice how the bevel walls aren't seen...They dissapeared? Or are they been weirdly positioned behind those walls, or in a wrecked angle?


Maybe the smooth groups(or the smoothing normals vertex info) got lost, and also, some faces got inverted? That'd explain not seing the beveling interior sides of the window, and perhaps also that glitch on the latest pic...who knows...May have this happened during conversion? Maybe is a very rude scaling of mesh that forces the 3d thing somehow visualize weird?

The questions aren't questions, are the points I'd try to think of as potential problems in an standard mesh, standard open gl or dx viewer...Not in Irrlicht code, which i don't know, neither Irrlicht engine, and specially not in bsp format, plenty unknown by me.

But in case it induces some new line of research for the problem, dunno.