Crazy Geometry happening in Beta 4
by Smelly McBeard · in Torque 3D Professional · 07/27/2009 (12:55 pm) · 3 replies
I am having a very crazy geometry issue in BETA 4 that didn't happen in BETA 3 and now I cannot reproduce it in BETA 3 either and didn't happen in BETA 2. I am using the same mesh that I used in BETA 3 but when I bring it into BETA 4 everything looks extruded and crazy. Here is the link to an album of the issues. The file labeled Good_Geometry is what the object looks like in BETA 3. The other 2 are what the object looks like in BETA 4.
s273.photobucket.com/albums/jj232/slug6253/Geometry%20Issue/
I am using a COLLADA file, with 5 different pieces of geometry in the file. Each piece of geometry is below 10,000 poly's. Again I do not have this issue when I load the model into BETA 3 so is there a BETA 4 COLLADA bug?
Please help. I can't figure out why this is happening or what could be causing it. Thanks.
s273.photobucket.com/albums/jj232/slug6253/Geometry%20Issue/
I am using a COLLADA file, with 5 different pieces of geometry in the file. Each piece of geometry is below 10,000 poly's. Again I do not have this issue when I load the model into BETA 3 so is there a BETA 4 COLLADA bug?
Please help. I can't figure out why this is happening or what could be causing it. Thanks.
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#2
07/28/2009 (5:25 am)
Have you guys found a fix for this? Or is it plain and simple a level of detail issue? I did a quick fix in my max fileby using the geometry that was ok and attaching and detaching it to the geometry that went spiky in the engine. (I thought it was a pivot issue) That fixed the spikey problem but I didn't get any further into figuring out what was wrong with it, it just made me realize it wasn't limited to a pivot issue. Hope this helps.
#3
This issue has been fixed in the T3D trunk and will be available in the next build (coming soon). It only happens with shapes containing meshes with a mixture of vertex components. eg. If some meshes in the shape have colors or a second UV set, but other meshes do not, the meshes without will render all spiky.
07/30/2009 (5:10 pm)
Hi Ryan,This issue has been fixed in the T3D trunk and will be available in the next build (coming soon). It only happens with shapes containing meshes with a mixture of vertex components. eg. If some meshes in the shape have colors or a second UV set, but other meshes do not, the meshes without will render all spiky.
Associate Tom Spilman
Sickhead Games