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T3D 1.1 Beta 2 - Anti-Aliasing in Advanced Lighting causing rendering issues - LOGGED

by Andy Rollins · in Torque 3D Professional · 08/11/2010 (11:56 pm) · 7 replies

Build: 1.1 Beta 2

Platform: Windows XP 32 Bit

Target: In Game

Issues: When turning on anti aliasing it causes issues with rendering when using Advanced Lighting

Without Anti Aliasing turned on
www.imagenerd.com/uploads/without_aa-K8AUK.jpg


With Anti Aliasing turned on
www.imagenerd.com/uploads/with_aa-2OwBc.jpg
As you can see parts of objects become see through, as does the terrain in the distance.

Steps to Repeat:
Number of ways to repeat the issue but the easiest is to:

1. Launch the deathball dessert
2. Press Control-O to bring up the options setting Lighting to Normal and Anti Aliasing to 2 (or any others), apply changes and close
3. Press 11 to Open the World Editor - that triggers it.

Suggested Fix: Don't use AA :)

Graphics Card: NVidia Quadro NVS 135M

Does anyone else get this?

#1
08/12/2010 (12:53 am)
I see this issue too. For my GTS250(galaxy) in Win7-32bit I see the translucency but also lighting fails - everything goes black.
#3
08/12/2010 (1:31 pm)
AA should be disallowed internally when using AL. At the very least, the internal renderer should try forcing it off when filling the G-buffers, where it breaks everything. Since AL uses deferred lighting, enabling AA during the 2nd pass could increase image quality a little bit by antialiasing the albedo. Lighting information would still be aliased, however, so the results would vary depending on lighting usage.
#4
08/12/2010 (7:59 pm)
Reported TQA-809 so that the QA Team can verify.
#5
08/12/2010 (9:58 pm)
Quote:
AA should be disallowed internally when using AL.
Agreed. This issue has been pointed out several times, as well as the explanation for why it breaks.
#6
08/17/2010 (8:01 pm)
A fix went in at the last moment for Beta 2 which was supposed to enable the AA Post Effect when in Advanced Lighting. In my limited testing it did seem to work but apparently there is a bug.
#7
08/17/2010 (11:15 pm)
Thanks for the update Matt, good to see you guys are on the case with things.