Game Development Community

Odd z-buffer/draw order problem

by Will Burgers · in Torque Game Engine · 02/22/2006 (10:55 pm) · 2 replies

I'm having a weird problem with a dts object in my current project.

here is how the lamppost should appear (a curved cage surrounding a sphere bulb)
www.porcellus.com/lamppost1.jpg
here is how the lamppost appears in the game:
www.porcellus.com/lamppost2.jpg
The bulb appears 'behind' all the supports, even the ones it is geometrically in front of. Also you see in some places the supports themselves are being drawn in front of despite being behind them.

I'm using torque 1.4 on Mac OS 1.4.4
This has been driving me crazy and any help with this would be MUCH appreciated!

Cheers,
Will

#1
02/23/2006 (12:04 am)
Hey Will,


I'ts a tad late, and I don't have much time, but if I'm correct this is a simple sorting problem, take a look on TND here, it should help you out. tdn.garagegames.com/wiki/Z_Sorting_Explained
#2
02/24/2006 (1:20 am)
This does seem pretty strange... since the supports are drawing out of order, perhaps the post itself is the problem, and not the bulb at all?

You could try using the SORT:: command, even though this is a complex shape. However, the article seems to be dealing with issues that arise from using transparent textures, not normal geometry, so perhaps something else is going on.

What happens if you try flipping the normals on the pole, or rearranging the tree hierarchy? Or try deleting the cage and see if the bare pole still causes problems, maybe you'll get some insight as to what is actually causing the problem.

Good luck!
Dave