Community to the rescue! Issue with Glow shader on non-full screen rendering
by Oscar Velzi · in Torque 3D Professional · 10/11/2012 (7:41 pm) · 5 replies
We are having a nasty issue with our new dialogue screen in our upcoming game "The Age of Decadence". We are going to submit it to the IGF soon, and we would like to see if it's possible to have some help to fix it.
When adding GameTSCtrl in a way that it's not using the full screen, the glow shader effect is displaced.
Here is how it looks on our dialogue screen, which uses a non-full screen GameTSCtrl:

I'm using a block with a glow shader to represent the "shine" outside the door. There a mesh blocking it, so it looks like this on normal view:

I also reproduced this issue in stock T3D, as you can see in the small renderer in this screen:

I nailed the problem to the non-full screen size of the render, it's not related to being an overlay over another renderer or such. If I take that same control and make it full screen, the glow renders fine.
Community, please help us resolve this issue since we have pretty much no idea on the rendering side of the engine and only one programmer that's very busy with implementing critical game systems.
Thank you in advance!
When adding GameTSCtrl in a way that it's not using the full screen, the glow shader effect is displaced.
Here is how it looks on our dialogue screen, which uses a non-full screen GameTSCtrl:

I'm using a block with a glow shader to represent the "shine" outside the door. There a mesh blocking it, so it looks like this on normal view:

I also reproduced this issue in stock T3D, as you can see in the small renderer in this screen:

I nailed the problem to the non-full screen size of the render, it's not related to being an overlay over another renderer or such. If I take that same control and make it full screen, the glow renders fine.
Community, please help us resolve this issue since we have pretty much no idea on the rendering side of the engine and only one programmer that's very busy with implementing critical game systems.
Thank you in advance!
About the author
Lead Artist of Iron Tower Studio
Recent Threads
#2
10/12/2012 (8:15 am)
You bring a very good point! I'll talk to my programmer about it. Thank you!
#3
04/26/2013 (2:07 pm)
Any hints to the problems?
#4
04/28/2013 (5:30 am)
"The Age of Decadence" looks great from the pics, wheres the blog ;-)
#5
check the rtParams and especially viewportCoordToRenderTarget()
I believe the offset is produced by inCoord.
The method is using the coords of the current RT.
May be you should pass rtParams of the the current RT and recalculate output coords as a fullscreen quad.
04/29/2013 (1:12 am)
Hey, guys,check the rtParams and especially viewportCoordToRenderTarget()
I believe the offset is produced by inCoord.
The method is using the coords of the current RT.
May be you should pass rtParams of the the current RT and recalculate output coords as a fullscreen quad.
Torque Owner Stefan Lundmark
The GUI Editor should also show these issues if the reason is that the GuiTSCtrl isn't fullscreen, but AFAIK it's fine.
Are you sure you're just not running into the issue with render state and multiple GuiTSCtrl's at once? For instance, the Sun/ScatterSky classes have the ability to keep state for one GuiTSCtrl only and if you use several at once you'll get glitches when it tries to interpolate Sun position between those two states. This is even more obvious when the sun is occluded in any of the two controls.
Edit: You said if you take the control and make it fullscreen it renders just fine. That's expected in my example too, since then both controls are now of the same size and no interpolation happens (in the case of Sun/Scattersky). Just a guess!
Later edit: My observations are unrelated to the issue. Please ignore my post.