Glowbuffer's Borked again.
by Kirk Longendyke · in Torque Game Engine Advanced · 08/14/2007 (12:55 am) · 8 replies
Pictures worth a thousand words, they say, so here's a snapshot of the 1.01 based game:
img174.imageshack.us/my.php?image=65388916zn5.jpg
the 1.02 version:
img174.imageshack.us/my.php?image=58073511el4.jpg
and just to make sure I wasn't going insane the straight from download demo:
img183.imageshack.us/my.php?image=wtfuh8.jpg
Still going over it all yet one more time, (and this'd make about the 3rd from-scratch reimplementation from winmerge) and also noticing verry oddball behaviors from the tracking camera mode as well... almost like somethings gotten flipped somewhere along the lines as far as screen-north goes... noticed quite alot of little changes all along the lines from the scenegraph to the lighting system, to the shadergen features themselves with this one... frankly, at this point, somewhat baffled as to where to make the first cut yet again (might make more sense in the mornin, but right now... nah). Anybody else getting this type of behavior?
img174.imageshack.us/my.php?image=65388916zn5.jpg
the 1.02 version:
img174.imageshack.us/my.php?image=58073511el4.jpg
and just to make sure I wasn't going insane the straight from download demo:
img183.imageshack.us/my.php?image=wtfuh8.jpg
Still going over it all yet one more time, (and this'd make about the 3rd from-scratch reimplementation from winmerge) and also noticing verry oddball behaviors from the tracking camera mode as well... almost like somethings gotten flipped somewhere along the lines as far as screen-north goes... noticed quite alot of little changes all along the lines from the scenegraph to the lighting system, to the shadergen features themselves with this one... frankly, at this point, somewhat baffled as to where to make the first cut yet again (might make more sense in the mornin, but right now... nah). Anybody else getting this type of behavior?
#2
08/14/2007 (2:19 am)
Hrm... well, on the one hand... yay, that fixed it... on the other... the two shots were taken 5 minutes apart and no system changes in the intervening time... that's gonna bug me (no pun intended)
#3
Can no one who works with the engine fix that? (Especially GG employees) Antialiasing is a VITAL part of making a game look exceptional, compared to one that looks eh, alright.
10/24/2007 (12:09 pm)
Antialiasing causes glow to leak through everything. DRL or Bloom cause antialiasing to cease functioning, jaggies ensue.Can no one who works with the engine fix that? (Especially GG employees) Antialiasing is a VITAL part of making a game look exceptional, compared to one that looks eh, alright.
#4
if you want antialiasing, use shaders or do it through a different setup.
10/25/2007 (5:21 am)
You can not use hardware antialiasing and and some other technics (especially MRT) simultaniously.if you want antialiasing, use shaders or do it through a different setup.
#5
The DRL/CG water resource works with antialiasing in TGE, but I suppose TGEA's is quite a bit different.
10/25/2007 (5:39 am)
O RLY? The DRL/CG water resource works with antialiasing in TGE, but I suppose TGEA's is quite a bit different.
#6
I don't know if there is a reason the glow buffer should break thought.
Some mentioned it works for them, I so far haven't been able to get it work consistently even with disabled antialias.
Same for projectile light sources and a few other things that work on one system but a different with same drivers and nearly same hardware, they don't (8800GTS works, 8500GT, same driver, they don't and the like)
10/25/2007 (6:53 am)
The implementations differ massively, as does the performance due to it.I don't know if there is a reason the glow buffer should break thought.
Some mentioned it works for them, I so far haven't been able to get it work consistently even with disabled antialias.
Same for projectile light sources and a few other things that work on one system but a different with same drivers and nearly same hardware, they don't (8800GTS works, 8500GT, same driver, they don't and the like)
#7
11/01/2007 (3:41 am)
DRL should work with AA enabled (disable the glow buffer to verify), however HDR will only work if your hardware supports AA on floating point render targets.
#8
11/01/2007 (4:38 am)
Clicking the DRL checkbox in the Sun options, instant-jaggies. Uncheck, it's all smooth. Then again I don't know how to disable the glow buffer, nor do I know why I'd want to.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
If you want to start somewhere I would do so at shadergen with the alpha material fix added.
Don't have this issue with 1.0.2 demo without enforcing AA and AnIso settings through drivers.