Torque3D DIF Legacy Support
by Robert MacGregor · in Torque 3D Professional · 12/02/2015 (12:37 am) · 5 replies
This is likely going to appear quite peculiar, but I've been having a render problem in Torque3D and I was curious as to if anyone would have any idea where to begin on it.
The gist of it is that I've retroactively ported the old DIF code back into Torque3D with some rather.. peculiar graphical output:
http://i.imgur.com/XmuRnRv.png
So apparently the InteriorInstance types are now culling objects by the look of it. After some experimentation, I noticed that it seemed to be related to material rendering:
http://imgur.com/GZ9eW9M
So the question is now: Does anyone have any idea at all as to what may be broken? These bugs also appear to only be present in OpenGL (on Linux anyway), my friend reported no problems underneath of Direct3D albeit the portaling is broken.
The codebase in question as a fork of T3D-MIT is here: https://github.com/Tribes2-SCP/Torque3D
Thanks for any sort of feedback!
The gist of it is that I've retroactively ported the old DIF code back into Torque3D with some rather.. peculiar graphical output:
http://i.imgur.com/XmuRnRv.png
So apparently the InteriorInstance types are now culling objects by the look of it. After some experimentation, I noticed that it seemed to be related to material rendering:
http://imgur.com/GZ9eW9M
So the question is now: Does anyone have any idea at all as to what may be broken? These bugs also appear to only be present in OpenGL (on Linux anyway), my friend reported no problems underneath of Direct3D albeit the portaling is broken.
The codebase in question as a fork of T3D-MIT is here: https://github.com/Tribes2-SCP/Torque3D
Thanks for any sort of feedback!
About the author
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#2
As far as the T3D version, this is literally bleeding edge with T3D-MIT on GitHub, which is where the peculiarities kick in. I basically took the latest T3D code and reverted a commit back in 2013 that got rid of the DIF functionality, so I've literally retroactively ported the DIF (15,000 lines, 100 files) code back into Torque.
Next time I'm at my home PC I'll get you a copy of the console.log, as well.
12/02/2015 (9:37 am)
I definitely am using the regular material class -- I wasn't aware of any other type of material. I'm willing to try whatever other types there are as I have a script to generate the necessary declarations for me.As far as the T3D version, this is literally bleeding edge with T3D-MIT on GitHub, which is where the peculiarities kick in. I basically took the latest T3D code and reverted a commit back in 2013 that got rid of the DIF functionality, so I've literally retroactively ported the DIF (15,000 lines, 100 files) code back into Torque.
Next time I'm at my home PC I'll get you a copy of the console.log, as well.
#3
My guess is there's some misalign with changes made to the material system since then that the rollback of the DIF change wouldn't cover.
Lemme know when you get the console log, as that may help us figure out what the deal is.
12/03/2015 (7:05 am)
Yeah, regular materials are likely what you'll want to use. Just wasn't sure if you'd used a CustomMaterial or anything for it.My guess is there's some misalign with changes made to the material system since then that the rollback of the DIF change wouldn't cover.
Lemme know when you get the console log, as that may help us figure out what the deal is.
#4
Line 1273 is where I made a live interior instance.
12/03/2015 (8:37 pm)
Here it is: http://pastebin.com/xfWC4vXtLine 1273 is where I made a live interior instance.
#5
12/08/2015 (7:39 pm)
As a bump: The console.log (to me anyway) didn't seem to yield much. Is there a way to specify a material that won't go through the shader gen, or what?
Torque Owner Jeff Raab
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Also, are you using the latest build of T3D, or a slightly older one? Any chance of getting your console.log uploaded for a look-see?