Changes in Glow Effect
by Alan James · in Torque 3D Professional · 02/15/2010 (1:02 am) · 9 replies
Moved from General Discussion.
I've been testing the my various packs in T3D 1.1beta and generally things have come up unbroken. (Thank goodness!) But the glow effects seem to have changed a little, most noticably in the lamp glow in the "Gold Rush" Pack. Here are a couple screens to illustrate what I'm refering to:


I've run diffs against both builds and looked at the shader scripts, the glow script and all of my material scripts and nothing at all jumps out at me regarding this difference. I've ran all of the option settings from "very low" to "high" on everything, i.e. mesh, lighting, etc. to no effect.
Just curious if anyone had a clue. Thanks.
I've been testing the my various packs in T3D 1.1beta and generally things have come up unbroken. (Thank goodness!) But the glow effects seem to have changed a little, most noticably in the lamp glow in the "Gold Rush" Pack. Here are a couple screens to illustrate what I'm refering to:


I've run diffs against both builds and looked at the shader scripts, the glow script and all of my material scripts and nothing at all jumps out at me regarding this difference. I've ran all of the option settings from "very low" to "high" on everything, i.e. mesh, lighting, etc. to no effect.
Just curious if anyone had a clue. Thanks.
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#2
@Alan - move this to the "1.1Beta1 Bug" forum.
02/15/2010 (11:50 am)
Glow seems busted on transparent objects.@Alan - move this to the "1.1Beta1 Bug" forum.
#3
I've found, I believe, a few other issues -- one fairly big -- but have to do some testing still before I can confirm it.
Thanks
02/15/2010 (12:39 pm)
@Steve, will do. Was hesitant to post in bug forum, considering the row my last post seemed to incite. =)I've found, I believe, a few other issues -- one fairly big -- but have to do some testing still before I can confirm it.
Thanks
#4
In that screenshot it looks like the glow just isn't there. I'll have to test that here and see.
02/18/2010 (7:02 pm)
@Alan - Don't hesitate to post bugs... not your fault that people go crazy in your thread.In that screenshot it looks like the glow just isn't there. I'll have to test that here and see.
#5
You could check it out in the Gold Rush Mine Pack...check your account on monsterpacks...=P
02/18/2010 (7:05 pm)
@Tom, thanks will do. You could check it out in the Gold Rush Mine Pack...check your account on monsterpacks...=P
#6
Unless of course it's something that shouldn't be posted on the forums, in which case hesitate away. ;)
02/22/2010 (1:23 am)
I just want to echo Tom's sentiments. I don't want any member of the community to ever feel hesitant to post anything on the forums.Unless of course it's something that shouldn't be posted on the forums, in which case hesitate away. ;)
#7
At the bottom of:
02/22/2010 (6:35 am)
renderTranslucentMgr.cppAt the bottom of:
RenderBinManager::AddInstResult RenderTranslucentMgr::addElement( RenderInst *inst )
{...
// We are the only thing to handle translucent "things" right now.
//return RenderBinManager::arStop; // OLD
return RenderBinManager::arAdded; // NEW
}
#8
02/22/2010 (12:18 pm)
That seems to have worked nicely, Ivan. :)
#9
Great find Ivan!
02/26/2010 (6:46 pm)
Ok... so i tested Ivan's fix. It seems what this does is it allows meshes that have transparency to glow. A quick glance at SVN shows this code has been like this for more than 2 years... so this is a long standing bug, but it probably didn't show up until we made our change to how glow is processed.Great find Ivan!
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