Game Development Community

Possible Explosion Sort Problem

by Robert Norris · in Torque Game Engine Advanced · 01/09/2006 (1:12 pm) · 8 replies

Here is a shot of what could be a potential problem with sorting.

www.syncrage.de/GG_images/explosion_sort.jpg
The particle explosion effect appears behind the ship regardless of the viewing angle. If one spins around the target when the explosion is still burning, the explosion is always behind the ship. The collision mesh is intact.

Any comments? Could this be a bug?

#1
01/09/2006 (1:48 pm)
OOC: Your project looks spectacular. (Visited the site too)
#2
01/09/2006 (5:11 pm)
Yeah, that's probably a sorting problem. Again, we're going to fix that with the new batching system... for MS3.
#3
01/10/2006 (12:48 am)
@Brian
Good to know that these things are getting some TLC. I do not want to harass you or anything; just wanted to post the problem so that I can stop worrying about it.
#4
01/11/2006 (11:32 am)
No problem Robert, I appreciate your investigation into the problem and screenshots. It makes it easier to indentify the issue. Keep it up, we need this kind of feedback.
#5
01/13/2006 (9:31 pm)
Yeah I've noticed this one with particle emitters on engines. If I remember correctly, it only seemed to happen when the particle emitter is in the vehicle's object box.
#6
01/14/2006 (9:19 am)
I solved it, IIRC, by changing the alpha test on the particle emitters.
#7
01/14/2006 (11:32 am)
Its the same with almost all alpha sorting in TSE from what I can see. Our muzzle flashes tend to not sort properly.

Brian, you fixed it a while back but it got broken again last update :) good stuff for MS3 though! :)
#8
01/20/2006 (7:36 pm)
Mike/anyone else who fixed it: what in specific did you change? Could this change be applied to everything, including mesh rendering? It's making my tracers really ugly, and it is also a pain with the particles as well.