Game Development Community

Water block bug

by Jacob · in Torque Game Engine · 12/18/2004 (4:32 pm) · 23 replies

Does anyone know why it is that every time I have useDepthMask turned on in a water block and I go into edit mode, all the graphics get messed up (a gray fog appears randomly throughout the screen)? I turn on "useDepthMask" because it seems like without it, the shore texture does not render.
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#1
12/20/2004 (2:12 pm)
Hmm, mysterious. This is on stock Torque HEAD?
#2
12/20/2004 (2:38 pm)
Thanks for the reply...it's on the most recent Torque - I think. I downloaded it about a month ago. However, for now I've been using the executable that came with the download - I just got VC++ 7.1 today and haven't even opened the Amazon box yet, so haven't had a chance to compile. By the way, what does HEAD mean? Thanks!
#3
12/20/2004 (8:09 pm)
HEAD refers to our CVS server, where the HEAD tag is used to get the most recent versions of all the available files. If you are using the 1.3 installer you have the most recent version.

Can you post some screenshots?
#4
12/21/2004 (4:39 am)
Thanks for the explanation. How would I post a screenshot...I don't see a way to attach it here?
#5
12/21/2004 (4:56 am)
Jacob,
You could post it on a website like photobucket and link it to the post using
{image}www.mysite.com/images/wow.jpg{/image} replacing the squigly brackets with the square ones
#6
12/21/2004 (6:40 am)
Thanks Charlie, I got it set up and here are the screen shots:

Here is a total fog taken just above the ground that is supposed to be a sandy beach:
img.photobucket.com/albums/v314/gloryiam/Torque%20Screenshots/totalFog.jpg

The following two are another "fog effect" from different angles:
img.photobucket.com/albums/v314/gloryiam/Torque%20Screenshots/checkeredFog.jpg
...notice (above) that the house on the right side (from Quark) is also messed up...

img.photobucket.com/albums/v314/gloryiam/Torque%20Screenshots/checkeredFogClose....
#7
12/21/2004 (5:19 pm)
Fascinating. It looks like the fog texture is not being used properly. Do you have the latest video drivers for your card?
#8
12/21/2004 (5:30 pm)
The driver date is Aug 3rd, 2004. I just put together this system and the card is Radeon X600 PCI Express with 256 RAM.
#9
12/21/2004 (5:31 pm)
The driver date is Aug 3rd, 2004. I just put together this system and the card is Radeon X600 PCI Express with 256 RAM.
#10
12/21/2004 (6:24 pm)
If I'm not mistaken the 'checkered fog' is actually visual feedback for the sound emitters.
#11
12/21/2004 (6:31 pm)
I think probably not because I have had this happen without any audio emitters in a mission...
#12
12/21/2004 (7:55 pm)
@Jacob: The latest ATI drivers are from December, as it happens... Might try that.

@Chris: The emitters might be breaking something, but it's certainly not the inteded visual feedback... If you look closely you can see the checkering aligns closely with the triangle fans used to render the terrain.
#13
12/22/2004 (5:47 pm)
So far so good with the new driver from December...should have been the first thing I checked :)
#14
12/23/2004 (4:47 pm)
...well, the same issue has once again surfaced - same fog and checkers all over using the newest driver...any more ideas Ben or anyone?

...One addition: this issue is actually occuring when I go into fly mode and not edit mode and does not go back to normal when I exit fly mode. I have to quit the whole program and restart to fix it.
#15
12/23/2004 (7:40 pm)
Sounds like something is trashing a GL state. I know that I've not seen this issue before with TGE and I frequently do just what you've described. Very curious.
#16
12/23/2004 (7:56 pm)
Any suggestions though? I've tried running uder D3D and it works fine but other things get messy - like dif shadows don't render. I would be grateful to get this fixed because it's not much fun trying to edit your map without being able to see it! :) Anyway, Merry Christmas!
#17
12/24/2004 (8:58 am)
You could try disabling the fog texture by commenting out the buildFogTexture() method in the scene graph code. No idea why this would be happening, though, and unfortunately it doesn't seem to reproduce on our end, so it's hard to say what you ought to do. Does the Torque Demo have the same behavior?
#18
12/24/2004 (9:47 am)
Torque demo doesn't seem to have that happen - I've even loaded my mission into it and it's fine...which script files would have anything to do with the fog? I have edited many cs files but I think that I didn't touch anything that would cause this issue. Since I used the same engine build in the starter.fps/demo and in my game, it must be something in script I would think.
#19
12/24/2004 (1:06 pm)
The thing is that there is nothing in script which directly touches the fog texture in such a way as to make that happen... So it's very unlikely to be script related, although naturally, Torque can be full of surprises. ;)

Maybe you messed the fog settings on the Sky object?
#20
12/25/2004 (6:54 pm)
Well, I copied the sky object from the demo to eliminate that possibility and the issue still persists. I think it's something to do with the video card because on my laptop (Mobility Radeon 9200), with an exact copy of the project, it works without flaw.
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