[Solved]Mesh "Ghosting"

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Zeroth
Posts: 17
Joined: Wed Jul 02, 2008 11:21 pm

[Solved]Mesh "Ghosting"

Post by Zeroth »

Hey there,

I've been working on an action role-playing game for the last few months and I've suddenly been faced with a serious problem.

The way I handle adding additional meshes the character such as weapons and armour is to; load the mesh in, attach it to an IAnimatedSceneNode* and then add that scene node as a child of the appropriate bone of the character model. And this worked brilliantly, until the game grew in size and complexity.

The problem, specifically, is that now when character animations are being played the additional mesh is being drawn twice, creating a strange "ghosting" effect:

Image

I have pretty much exhausted all my theories about why this could be happening. Have any of you experienced similar problems, and if so, did you manage to fix them? If I can't find a solution to this problem then it may be catastrophic to this project as a whole.
Last edited by Zeroth on Mon Sep 15, 2008 11:18 pm, edited 1 time in total.
Dorth
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

Get the latest Irrlicht from svn. This looks a lot like a bug that was fixed a while back.
Zeroth
Posts: 17
Joined: Wed Jul 02, 2008 11:21 pm

Post by Zeroth »

Dorth wrote:Get the latest Irrlicht from svn. This looks a lot like a bug that was fixed a while back.
I take it you mean use the current version located in trunk, yes?

(I've always used release versions :oops:)

EDIT: I'm using 1.4.1 by the way.
Dark_Kilauea
Posts: 368
Joined: Tue Aug 21, 2007 1:43 am
Location: The Middle of Nowhere

Post by Dark_Kilauea »

Yes he does.

There was a bug with children of joints being drawn twice. The current trunk of svn has that fixed, along with several other bugs.
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
Zeroth
Posts: 17
Joined: Wed Jul 02, 2008 11:21 pm

Post by Zeroth »

Dark_Kilauea wrote:Yes he does.

There was a bug with children of joints being drawn twice. The current trunk of svn has that fixed, along with several other bugs.
I compiled a new dll from the latest version from svn and configured VS to look for the new include and library directories, but then when I tried to run the game I got many errors from within Irrlicht itself.
Zeroth
Posts: 17
Joined: Wed Jul 02, 2008 11:21 pm

Post by Zeroth »

Problem solved. Please close the thread. : )
Zeroth
Posts: 17
Joined: Wed Jul 02, 2008 11:21 pm

Post by Zeroth »

Actually, before the thread is closed, I have another problem.

After the additional mesh is parented to the bone node, I seem to no longer be able to select any other scene nodes using getSceneNodeFromRayBB than bone nodes that belong to the character model. Any ideas?
Zeroth
Posts: 17
Joined: Wed Jul 02, 2008 11:21 pm

Post by Zeroth »

Bump.
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