Problem with terrain black edges
by Zealander · in Torque 3D Professional · 01/29/2010 (7:43 am) · 6 replies
When you are creating terrain importing terrain heightmap all terrain edges became black, and it does not depend on textures and light direction. See screenshot.

How fix this?

How fix this?
#2
06/13/2010 (9:10 am)
Did you manage to fix this?
#3
06/13/2010 (2:19 pm)
No, i still did not :(
#4
12/29/2011 (9:51 am)
Sorry to bring up an only thread, but this still exists in the latest version. Does anyone know what causes it?
#5
12/30/2011 (2:00 am)
I don't suppose you guys have got SSAO on do you? Just thinking 'out loud' here.
#6
01/11/2012 (7:17 pm)
Thanks for the reply. I disabled it, (and confirmed by breaking inside the AdvancedLightingManager) it doesn't seem to help.
Torque 3D Owner Aaron Torpy
I'm getting the same behaviour from T3D also. Not only do I get black seams on one side, but the texture coordinates seem to be wrapping around on another two edges. I noticed this problem with terrain exported from L3DT, but to be sure that program wasn't the problem, I created the following dummy texture in Paint.NET:
(the DDS is here)
When loaded in T3D over a random heightfield, the texture shows seams at the very edges, as shown below:
A black seem:
Colourful seam, wrapping texture from bottom to top:
Colourful seam, wrapping texture from side to side:
The fourth seam seems OK [sorry for the pun]:
This matches the the behaviour observed with terrain textures exported from L3DT. [I thought this texture might be a better example of the problem, being a little more...ahem...striking than grass or rocks.]
I have, of course, verified that there are no such seams in the base texture image or the DDS.
This problem is also found when I nuke the base texture DDS and rely on T3Ds texture blending, as shown below using the same terrain.
A black seam in blended terrain, as with the prebaked DDS:
Now, to the question(s):
Is this a known bug/feature of T3D?
Perhaps a mis-configuration of my/our projects in T3D? (i.e. mipmap settings, texture coordinate wrap modes, etc.) I am using here the FPS example included with Torque 3D 2009 SDK 1.0, and the terrain block in the mission file is defined thusly:
new TerrainBlock(theTerrain) { terrainFile = "art/terrains/test/test.ter"; squareSize = "2.000000"; tile = "0"; baseTexSize = "512"; screenError = "16"; position = "-512 -512 0"; rotation = "1 0 0 0"; scale = "1 1 1"; canSaveDynamicFields = "1"; };For completeness, my graphics card is a GeForce 9600 GT, running driver version 8.17.11.9745 from the 3rd of April 2010. It's a Win7 Pro box, FWIW.
The reason I care about the edges is that I'm testing a tiled TER exporter for T3D, and these seams are appearing in the middle of the map, at the joins between tiles [quite aside from the geometry seam problem, which is now solved].
Many thanks in advance for any assistance or insight that may be rendered.
Best regards,
Aaron Torpy.