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Draw depth is inconsistent #24

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robn opened this issue Apr 19, 2011 · 8 comments
Closed

Draw depth is inconsistent #24

robn opened this issue Apr 19, 2011 · 8 comments

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@robn
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robn commented Apr 19, 2011

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):

@robn
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robn commented Apr 26, 2011

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?

@gernot66
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isn't it simply z depth?
you can overlay something that should stay behind simply with zbias, i recognized this since alpha8 i guess, before it wasn't that "strong", i have adverts set to zbias 10, because (different issue) models zbias works only from within the actual model, zbias in front of a models call won't work, so i set it high enough, it might be used as 4thor 5th layer possibly.
now the adverts "shine" through the factories when your'e far enough from them.

@Robsoie
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Robsoie commented Aug 12, 2011

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 :
http://i.imgur.com/1iWFN.jpg

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.
(i don't have shaders or hdr enabled)

@robn
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robn commented Sep 30, 2011

Ok the shader bug is taken care of on master, which resolves the hyperspace cloud stuff. The model draw depth is a separate issue.

@matthewfarmery
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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,
http://matthewfarmery.net/pioneer/shaders/

@Luomu
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Luomu commented Aug 18, 2012

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.

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