Game Development Community

TGEA 1.8 Beta1 -- RIT_ObjectTranslucent Rendering Problems

by Jeff Faust · in Torque Game Engine Advanced · 12/06/2008 (7:17 am) · 4 replies

I don't understand the rational behind this code bit that occurs in the middle of transparent mesh rendering in the file renderTranslucentMgr.cpp:
RenderInst* nextRI = mElementList[a].inst;
    if (nextRI->type == RenderPassManager::RIT_ObjectTranslucent)
        continue;

One thing it does do is cause rendering passes of RIT_ObjectTranslucent types to be arbitrarily skipped when mingled in the rendering queue with transparent mesh renderings. They don't even need to be visually overlapping, just overlapping in their distances.

As I understand it, RIT_ObjectTranslucent types are for objects that do their own rendering but need their rendering order sorted along with other transparent objects (particles, translucent meshes, etc.), but the above code breaks that purpose. Currently, only volume-lights and fxLight flares are rendered as RIT_ObjectTranslucent but it's a useful category for implementing the rendering of new custom types with transparency.

This particular code logic is not present in TGEA 1.7.1 and there is also no special handling of particles and other transparent objects that can also mingle with the mesh renderings.

I have found that simply replacing the "continue" with a "break" in the problematic code produces good results and does not skip RIT_ObjectTranslucent renderings, but it's quite possible that I'm not testing a situation that this code was intended to fix.

About the author

Jeff Faust creates special effects indie middleware and games for Faust Logic. --- Blog: Effectronica.com --- Twitter: @FaustLogic


#1
12/06/2008 (1:46 pm)
Logged. I'll run this by Brian and try to figure out why it's there.
#2
01/04/2009 (2:49 am)
Is this problem fixed or still in the 1.8.0 release ? I upgraded to tgea two days ago and start playing arround with it and many translucent tree branches are not rendered transparent in 1.8.

dl.ohmtal.eu/files/tgea180_trees.jpg
edit: added image
#3
01/04/2009 (6:11 am)
The posted bug is fixed in the 1.8 release.

Have you ever seen that tree render properly in any version of TGEA? It's always been my impression that the SortedMesh feature of dts objects has never been fully implemented in TGEA.
#4
01/04/2009 (6:24 am)
It works with TGEA 1.7.1. It's a mesh from the "RRGTS: Sticks and Twigs Environment Pack". I noticed the problem when I tried the example maps. Some trees work, most not.

Same tree in 1.71:

dl.ohmtal.eu/files/tgea171_trees.jpg