Ground cover vanishing at certain angles? - RESOLVED (THREED-2183) (Fixed/TempFixed)
by Kevin Mitchell · in Torque 3D Professional · 07/11/2011 (4:40 pm) · 36 replies
Had a issue where the ground cover vanishes when rotating the cam to certain angles. It can be seen in the
link here. It keeps vanishing 100% sometimes. Is it because I can view 360 and there's some kind of culling? But its not a V pattern cut off. Anyone experience this too?
link here. It keeps vanishing 100% sometimes. Is it because I can view 360 and there's some kind of culling? But its not a V pattern cut off. Anyone experience this too?
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
07/11/2011 (5:33 pm)
6:30 when I'm at the cliff it vanishes when rotating the camera.
#3
07/11/2011 (5:34 pm)
I can make a slower vid, give me a sec.
#4
07/11/2011 (5:48 pm)
]
#5
07/11/2011 (9:33 pm)
I have experienced the exact same problem with groundcover visible at only certain camera angles. Worked fine in 3.1 preview, but became a problem in 3.1 final when I ported the groundcover to it. Kevin, I'm curious if you created your groundcover in Final, or ported it from Preview?
#6
From my test its not calling:
But even when it dose enter in here the render is not happening unless I'm at a given radius.
But I have notice that if i enter world editor that the camera resets back to the eye node.
When this happens the angles of grass rendering expands.
But it still has a angle where nothing is rendered. Is there something with the settings like the FOV that control's this?
07/12/2011 (5:58 am)
I ported but I just made a enw one and i get the same results. From my test its not calling:
void GroundCover::prepRenderImage( SceneRenderState *state )
But even when it dose enter in here the render is not happening unless I'm at a given radius.
But I have notice that if i enter world editor that the camera resets back to the eye node.
When this happens the angles of grass rendering expands.
But it still has a angle where nothing is rendered. Is there something with the settings like the FOV that control's this?
#7
Min = 0
Max = 360
FOV Default: 360
and i get this:
Which is better but there's still cutoff....
07/12/2011 (6:18 am)
So i changed my FOV to: Min = 0
Max = 360
FOV Default: 360
and i get this:
Which is better but there's still cutoff....
#8
07/12/2011 (6:21 am)
Also the double blink that happens one of the blinks changes angle depending on where in the map i am...
#9
Maybe?
Video:
Any ideas would help a lot. I really thought it might be the FOV since I see like ForceFOV = 0 in editors init functions.
07/12/2011 (6:42 am)
Found another place where the camera doesnt even rotate i just walk aver a certain area and it stops rendering, is it because of the: if( state->isShadowPass() && !mShapesCastShadows )
return;Maybe?
Video:
Any ideas would help a lot. I really thought it might be the FOV since I see like ForceFOV = 0 in editors init functions.
#11
In all honesty, I get the same problems with nearly every entity T3D creates. Sorry for the spam post...but they have to know about these problems..or else their heads are on vacation. *shrugs*
07/13/2011 (10:38 pm)
in your blog's video I noticed the water fog had issues as well.In all honesty, I get the same problems with nearly every entity T3D creates. Sorry for the spam post...but they have to know about these problems..or else their heads are on vacation. *shrugs*
#12
07/14/2011 (5:20 am)
If you're mean to the developers they might not respond. But I don't mind the water effect. I'm drilling through the c ode and I think it might be something with the shadow pass and diffuse pass. ... I hope.
#13
@E.B.: Could you please let me know how I can reproduce the water fog issue and I will get it logged and addressed.
07/14/2011 (11:42 am)
@Kevin Mitchell: I've logged this issue as THREED-2183. @E.B.: Could you please let me know how I can reproduce the water fog issue and I will get it logged and addressed.
#14
07/14/2011 (3:50 pm)
Hey Chris is there a clue that you can give me? Just a point in code to look? I could try to find a solution for the problem, if i just knew where to look.
#15
07/14/2011 (4:46 pm)
@Kevin Mitchell: I don't have a solution for you at this time. I will keep you posted when I do.
#16
I have to remind myself that this is a new team..I keep thinking that I'm dealing with the old team or the older team.
So, to Chris and the others, my apology. I'll see what I can do about steps to recreate all of the issues I experience.
07/15/2011 (1:01 am)
"If you're mean to the developers they might not respond."I have to remind myself that this is a new team..I keep thinking that I'm dealing with the old team or the older team.
So, to Chris and the others, my apology. I'll see what I can do about steps to recreate all of the issues I experience.
#17
07/17/2011 (3:33 am)
I can confirm this bug in the 1.1 version of AoD. It would be nice if it's resolved soon since we are pretty near to the release of the demo of the game. It's not major, of course, but it's noticeable =)
#18
Edit: It'd also be helpful to get any custom materials/shapes, etc if you're using them.
07/21/2011 (2:31 pm)
I'm looking into this issue right now, though wasting some time trying to reproduce the issue from my side. If I could get a .mis file replicating the problem against one of the stock templates or examples, it will really speed things up.Edit: It'd also be helpful to get any custom materials/shapes, etc if you're using them.
#19
07/22/2011 (1:20 am)
Ray, sent you a mail with a level that reproduces this bug in the FPS example. Hope it helps!
#20
07/22/2011 (2:20 pm)
Oscar, as usual you're the man! Thanks for the files, I'll look into this immediately.
Torque 3D Owner Christopher Tauscher
Default Studio