In experimenting with 0.5 have found the following that were not there in 0.4.2. I have changed no code assocaited with the rendering so was wondering if anyone else has seen this.
- Tiling of textures seems off. On a large flat plane with a texture tiled roughly 10x10 over it there are cracks between the texture edges. This does not always happen depends on the angle if view etc but it is quite noticable while walking around.
- Z depth seems like it is somehow not working properly on a number of things. Example, the side of a house I place a rectangular box on the surface to form an outline of a door for example. THe rectangular box is not very thick so the top of the box is very close to the wall it is attacked to. It seems until you get very close to it when walking around the z depth sort is off as it is there then not there or parts of it show on the surface etc. Another example is a single flat polygon laid on top of a singular flat floor, the one is literally on top of the other but you will get Z depth errors constantly.
- Noticable performance degridation when using DirectX 9 vs Direct X 8.1
Thanks,
Chris Eisnaugle
Issues with 0.5
Clipping issues 0.5
As was reported in the beginners forum as well. There are clipping issues where entire Triangles are being tossed out of the render when they should be fully viewable. This manifests itself in different ways.
Example: I havea fountain in the center of town its octagon in shape with 2 levels. From a distance its all there as you apprach some triangles will just drop off but as you rotate left or right different triangles drop or re-appear. This seems to be assocaited with angle of view and distance from the object, although features on some far buildings are also clipped although this seems more related to Z buffer depth.
Chris Eisnaugle
Example: I havea fountain in the center of town its octagon in shape with 2 levels. From a distance its all there as you apprach some triangles will just drop off but as you rotate left or right different triangles drop or re-appear. This seems to be assocaited with angle of view and distance from the object, although features on some far buildings are also clipped although this seems more related to Z buffer depth.
Chris Eisnaugle
.Example: I havea fountain in the center of town its octagon in shape with 2 levels. From a distance its all there as you apprach some triangles will just drop off but as you rotate left or right different triangles drop or re-appear. This seems to be assocaited with angle of view and distance from the object, although features on some far buildings are also clipped although this seems more related to Z buffer depth
I think this happens when you load a mesh then make an octree node form it and then scale it up.
Try to load the fountain but do not scale it and see if that works.
Issues with 0.5
Well the fountain is part of a larger mesh that contains buildings etc. This is all I did for this mesh:
TMesh = SceneMgr->getMesh("town.3ds");
TNode = SceneMgr->addOctTreeSceneNode(TMesh);
TNode->setPosition(core::vector3df(50700, 1500, 95616)):
I believe this dropping of triangles happens even if I leave it at its original location of 0,0,0. It seems to be something with the culling.
Chris
TMesh = SceneMgr->getMesh("town.3ds");
TNode = SceneMgr->addOctTreeSceneNode(TMesh);
TNode->setPosition(core::vector3df(50700, 1500, 95616)):
I believe this dropping of triangles happens even if I leave it at its original location of 0,0,0. It seems to be something with the culling.
Chris
-
- Posts: 602
- Joined: Sat Aug 23, 2003 2:03 am
- Location: Pottstown, PA
- Contact: