<Large Images>: Beta 1 vs Beta 2 terrain screenshot comparison
by Henry Todd · in Torque 3D Professional · 05/21/2009 (5:01 pm) · 12 replies
I've mentioned some issues I've seen with terrain shadow rendering. Previously, it was limited to terrains with heightmap resolutions higher than 256x256. In beta 2, these shadow rendering artifacts now appear on terrain set to 256x265 with a squareSize of 8, which is the default (and small) terrain size in TGE.
Here are two screenshots from the exact same level (warrior camp) in stock Beta 1 and stock Beta 2, respectively.

And the new version, with random dark shadow spots.

Here are two screenshots from the exact same level (warrior camp) in stock Beta 1 and stock Beta 2, respectively.

And the new version, with random dark shadow spots.

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#2
AMD Opteron 165
2GB RAM
Geforce 8800GTX
dx sdk march 2009
185.85 drivers
Vista Ultimate x64
05/21/2009 (8:18 pm)
I've seen that on my computer on a few terrains so far.AMD Opteron 165
2GB RAM
Geforce 8800GTX
dx sdk march 2009
185.85 drivers
Vista Ultimate x64
#3
Intel Q9650
4 GB RAM
GeForce 285 GTX
All drivers up to date -- just checked today
XP x64
05/22/2009 (12:14 am)
Worth mentioning that I've turned up the shadow range a bit so I can get a wider picture of the terrain errors. The errors still exist at default shadow range, but obviously you then have to be close enough to the terrain for shadows to render at all to see them. You may need to get pretty close to the terrain and fly around a bit before you really start seeing the shadow errors. Increasing the terrain size will definitely make them appear.Intel Q9650
4 GB RAM
GeForce 285 GTX
All drivers up to date -- just checked today
XP x64
#4
Have tested it with 8800GTX and GTX285
182. and 185. (newest) driver
XP 32
Intel Q 9450
4GB
05/23/2009 (9:27 am)
Same problems here (warrior camp)Have tested it with 8800GTX and GTX285
182. and 185. (newest) driver
XP 32
Intel Q 9450
4GB
#5
These pictures are BOTH in Beta 1, the only thing I changed was the exe itself. So, all settings are identical, all art files are identical, etc. Only the exe itself is different.
Beta 1 exe:

Beta 2 exe:
05/23/2009 (3:05 pm)
I'll go ahead and re-post my images here as well.These pictures are BOTH in Beta 1, the only thing I changed was the exe itself. So, all settings are identical, all art files are identical, etc. Only the exe itself is different.
Beta 1 exe:

Beta 2 exe:
#6
05/23/2009 (3:37 pm)
There is something new going on that occur sometime after beta 1. I'm deep in terrain work at the moment, but i'll be looking at this soon.
#7
meant our observations were being taken on-board :)
If there is anything I / we can help with, just ask :)
05/23/2009 (3:49 pm)
Tom.. thank-you for that.. all we were looking for was a response thatmeant our observations were being taken on-board :)
If there is anything I / we can help with, just ask :)
#8
I think it's just the lighting, but it gives the terrain a grid effect in certain areas. Odd, harsh shadows — similar to the images above. Can happen right away or only after I sculpt the terrain.
Other folks still experiencing it?
07/02/2009 (7:28 am)
I was having this problem in Beta 2 and am still having it in Beta 3.I think it's just the lighting, but it gives the terrain a grid effect in certain areas. Odd, harsh shadows — similar to the images above. Can happen right away or only after I sculpt the terrain.
Other folks still experiencing it?
#9
07/02/2009 (8:49 am)
yes
#10
07/02/2009 (9:20 am)
yes
#11
Open terrain/terrCell.cpp and look for the TerrCell::cullCells() function:
Let me know if this clears up your issues.
If not then also try reducing the terrain screen error in the inspector down to 0.
Finally... if that doesn't work either... try disabling the Sun shadow via the checkbox in the inspector. That should remove the artifacts... if it doesn't let me know.
07/02/2009 (11:41 am)
For anyone still experiencing this in beta 3:Open terrain/terrCell.cpp and look for the TerrCell::cullCells() function:
// If we have a VB and no children then just add
// ourselves to the results and return.
if ( mVertexBuffer.isValid() && !mChildren[0] )
{
outCells->push_back( this );
return;
}
const F32 screenError = state->isShadowPass() ? 0 : // CHANGED
mTerrain->getScreenError(); // CHANGED
for ( U32 i = 0; i < 4; i++ )
{Let me know if this clears up your issues.
If not then also try reducing the terrain screen error in the inspector down to 0.
Finally... if that doesn't work either... try disabling the Sun shadow via the checkbox in the inspector. That should remove the artifacts... if it doesn't let me know.
#12
10/26/2009 (9:25 pm)
Is this still a bug for anyone in 1.0.1?
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