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Glitch pictures thread!
Posted: Tue Aug 17, 2010 4:28 pm
by stefbuet
You can post all your application/game glitchs here.
Sometimes it looks like art, or really strange, or "WTF" and that's what's cool
.
Posted: Tue Aug 17, 2010 4:28 pm
by stefbuet
Here was a problem computing wrong UV coord to handle semi-transparent objects in a deferred renderer :
This one is funny, this is the future house style.House roofs are rotated by 180°
- it was a bad camera up-vector when generating dual paraboloid maps to do some reflexion mapping:
Posted: Sat Aug 21, 2010 11:56 pm
by stefbuet
Fail @ dual paraboloid shadow maps.
It generated an abstract Art image :p
Another: (animated it's beautifull, looks like plasma, vector field)
Posted: Mon Aug 23, 2010 10:55 pm
by roelor
I wish my glitches looked that spectacular.
Posted: Fri Aug 27, 2010 4:13 am
by BlindSide
Ah I had a really nice glitch today, I'll try to reproduce it and post it here.
Posted: Fri Aug 27, 2010 9:40 am
by Eigen
Here's an old one. I was testing out something and these cube nodes were supposed to be scattered semi-evenly/randomly across the terrain.
Posted: Sun Sep 05, 2010 7:39 pm
by freetimecoder
The cars were supposed to be driving around and avoid each other. But I accidentally increased their mass, which made them gather in the valleys because the engines were to weak to drive over the hills.
Automated parking-lot creation
greetings
Posted: Thu Oct 28, 2010 8:20 am
by arnir
Iam making an grayscale shader and I forgot to set default grayscaleFactor
Posted: Thu Oct 28, 2010 8:27 am
by Virion
arnir wrote:Iam making an grayscale shader and I forgot to set default grayscaleFactor
heat vision!!
but the wall on the right is so hot!!
Posted: Thu Oct 28, 2010 10:35 pm
by pippy3
Incorrectly set the normal of a vertex on a planetoid sphere:
Posted: Fri Oct 29, 2010 10:38 pm
by d3jake
Whoa... cool...
Posted: Sat Oct 30, 2010 3:24 am
by Virion
pippy3 wrote:Incorrectly set the normal of a vertex on a planetoid sphere:
is that an alien planet-like spaceship of some kind!
hehe
Posted: Sat Dec 18, 2010 3:07 pm
by ent1ty
Earthquake?
Posted: Tue Dec 21, 2010 12:36 am
by Mel
Here is an odd case... Same code, diferent results with the variance shadowmapping!... while the teapot has soft shadows, the structure beneath doesn't have smooth shadows... Why?...
Posted: Tue Dec 21, 2010 4:33 am
by omaremad
The level mesh probabbly uses more texture layers so might have diffrent filtering settings for its textures.