Alpha Bug, or???
by Bobby Leighton · in Torque 3D Professional · 09/29/2009 (1:24 pm) · 15 replies
This might not be a bug as I moved this from my Beta 5 Project and just merged everything, but in the past that has worked fine. All the tree showed their transparensies fine in the last build and still do the problem is obviuos in the screen shot, but I dont know if this is a bug ir if Im just missing somthing??? Please help this is a MidYear Project for game design school:O)
Thanks in advance for all and any help anyone can provide in helping me get this too look correct, and I update this if I figure it our for myself.

Thanks in advance for all and any help anyone can provide in helping me get this too look correct, and I update this if I figure it our for myself.

#3
On a clean 1.0 install. Run a mission, go to the editor, add a shape (like the rock.dts) and enable transparency. If it is set to anything other than "None" it disappears. Disable transparency and it shows back up.
Like the others have said, it shows up fine in the material editor preview window.
BTW, I've only tested in advanced lighting (can't even switch to basic lighting in the new version without a fatal error, but I'll start a separate thread for that).
I'm using 8800 GTX on Vista-64.
09/29/2009 (5:44 pm)
Definately got to be a bug. I'm seeing the same thing.On a clean 1.0 install. Run a mission, go to the editor, add a shape (like the rock.dts) and enable transparency. If it is set to anything other than "None" it disappears. Disable transparency and it shows back up.
Like the others have said, it shows up fine in the material editor preview window.
BTW, I've only tested in advanced lighting (can't even switch to basic lighting in the new version without a fatal error, but I'll start a separate thread for that).
I'm using 8800 GTX on Vista-64.
#4
09/29/2009 (6:42 pm)
lol I I want to try to fix it myself but every time I do that GG fixes it differently, and I am sure their fix will have in mind other things about the engine that I am not up on as I am a beginner programmer for the most part and I do not understand everything about Torque so I will wait...patiently......HURRY!!! lol jk great release and proud to be a T3D member:O)
#5
09/29/2009 (7:18 pm)
Looks like this is only happening in Advanced Lighting mode for me... transparency works in Basic Lighting mode.
#6
I'm looking for one of you that have this issue to send me a single frame capture from PIX so i can debug this thing.
10/02/2009 (3:59 pm)
If anyone reading this has a good test case of this bug and knows how to run PIX. Email me ASAP at tom@sickheadgames.com.I'm looking for one of you that have this issue to send me a single frame capture from PIX so i can debug this thing.
#7
10/02/2009 (4:21 pm)
(replied to wrong thread)
#8
Just ran it through PIX and I can send it to you but I'm not sure how useful it will be because... get this... the transparent object shows up in the PIX output of the frame (but not on the screen when I take the actual snapshot with PIX).
Let me know if you still want me to send it to you.
10/02/2009 (4:33 pm)
@Tom Just ran it through PIX and I can send it to you but I'm not sure how useful it will be because... get this... the transparent object shows up in the PIX output of the frame (but not on the screen when I take the actual snapshot with PIX).
Let me know if you still want me to send it to you.
#9
10/02/2009 (4:39 pm)
@Gary - Thats very useful to know... we've seen other bugs like this lately in other areas. It seems they are all related to me.
#10
Try turning off the Debug DirectX runtime. I am suffering from this bug as well, and I share your frustration. I thought I was going crazy for a while trying to debug the issue in PIX, and having it work fine in pix.
10/02/2009 (4:41 pm)
Gary,Try turning off the Debug DirectX runtime. I am suffering from this bug as well, and I share your frustration. I thought I was going crazy for a while trying to debug the issue in PIX, and having it work fine in pix.
#11
Okay... Following Pat's direction and switching from the Debug runtime to the Retail runtime, transparency now works (live in the app and in PIX).
10/02/2009 (4:46 pm)
@Pat & TomOkay... Following Pat's direction and switching from the Debug runtime to the Retail runtime, transparency now works (live in the app and in PIX).
#12
In relation to these threads:
http://www.garagegames.com/community/forums/viewthread/102573
http://www.garagegames.com/community/forums/viewthread/102571
http://www.garagegames.com/community/forums/viewthread/102567
By switching the runtime from debug not only does transparency work, the particles work again, glow works again and I can switch to BL mode without the viewport freaking out.
Seems like 1.0 has some real problems with the debug runtime but all of those go away under retail.
10/02/2009 (4:57 pm)
Also,In relation to these threads:
http://www.garagegames.com/community/forums/viewthread/102573
http://www.garagegames.com/community/forums/viewthread/102571
http://www.garagegames.com/community/forums/viewthread/102567
By switching the runtime from debug not only does transparency work, the particles work again, glow works again and I can switch to BL mode without the viewport freaking out.
Seems like 1.0 has some real problems with the debug runtime but all of those go away under retail.
#13
Well, not awesome...but at least I think we have a good repro case now.
10/02/2009 (5:05 pm)
Woot! Awesome!Well, not awesome...but at least I think we have a good repro case now.
#15
10/02/2009 (7:57 pm)
@Tom - No. However, disabling PostFX entirely does cause the transparent objects to reappear.
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