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Draw depth is inconsistent #24
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Sounds like we're mostly talking about the hyperspace cloud then. I notice that shield halos produce the same effect. Can we pin this down to a bug in one of the shaders? |
isn't it simply z depth? |
Maybe it is related to this problem as it involve a see-through effect occuring where it shouldn't :in alpha 13 (and previous) , i can see buildings that are located behind terrain, by example this screenshot : On the screenshot it looks like Tomm's sanctuary is right there on those hills, but it's not, the buildings are in fact located behind that serie of hills and mountains, but those buildings can be seen through it. The problem is happening even at long distance, and on every terrain settings in the options. |
Ok the shader bug is taken care of on master, which resolves the hyperspace cloud stuff. The model draw depth is a separate issue. |
there are issues with the shaders active when you try and land on planets, (Earth for certain) as the spaceport Brasila is also effected when shaders are enabled, as the terrain moves up, (going above the landing pad, and some of the buildings, this is also noticeable when you land on Earth, with a eagle, without shaders you can clearly see the landing gear, but with shaders, part of the terrain goes through the landing gear I have uploaded some screenshots showing this issue, this is quite reproducible with the latest code from master, |
I don't think we have known depth bugs right now. Buildings showing through terrain in legacy renderer mode is deliberate (if unfortunate) as the depth buffer is cleared after rendering terrain. This is not likely to change. |
Object depth is often not computed correctly. Having shaders on or off changes the way depth is calculated, but its still wrong in certain circumstances.
Shaders on:
Shaders off (see the overlapping boxes at the back):
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