Comments (13)
It is overlapping rooms conflict... I though about these bugs too and I have one idea, how to fix it, but will it be enough good solution: to add stencil test to room rendering?
from opentomb.
You mean that it's caused by Z-fighting? Although, I'm not a specialist in CG.
from opentomb.
In TR different rooms (not alternative) may have some shared space, it is not Z-fighting... In engine uses VBO and if room has only one active frustum, the whole room mesh will be rendered. If both overlapped rooms has active frustums than we can see described bugs.
from opentomb.
Thank you for your explanation. So, it wasn't the primary reason here. Though, the fix could be quite similar I suppose.
from opentomb.
I add stencil frustum test in commit 3be9b71 + add some information to TR forum; TR3, map 13 (Area 51 map) looks better, but some glitches still exists (described in forum... but I found easy solution... heh...)
from opentomb.
It was also on All Hallows level. Now all these artifacts seems to be fixed. I don't see any bad side effects except it's slower.
from opentomb.
I was speaking too soon. Yes, there are problems now with frustums in Old Mill level and some others.
from opentomb.
I test new system - it is really slow (fps drops to 30 on my old PC). I had add condition to use frustum test only with overlapped rooms. It reduce stencil test calls (fps increase).
from opentomb.
Much faster and better now. But still a problem remains. At setgamef(5,10)
setEntityPos(player,78222,46130,-5376,84,0,0)
rotating camera to the left makes a pillar to disappear from view.
from opentomb.
I check setgamef(5, 10) and setEntityPos(player,78222,46130,-5376,84,0,0) and must say one: why pillar are located in room 18 (where other pillars located, in left of Lara) instead room 86 where is pillar's really position!? Engine can't correctly render things that are located pretty incorrectly... It can be fixed only by new scripts functions and some level scripting. Level design surprise me... hehe...
from opentomb.
Here's another: setgamef(1,1)
setEntityPos(player,33909,74149,-2048,0,0,0)
, then rotate to the left. This one appeared after @cochrane recent VAO code merged in. I'm commenting here because it seems reasonable but may open separate bug if necessary.
from opentomb.
Seems that original bug is fixed now.
from opentomb.
Related to #367. It's arguable that OT frustums should work like this in Old Mill. There are incompatibilities in portals code.
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Related Issues (20)
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- Is the developer of this still here? HOT 46
- Bug report [missing audio] HOT 2
- Change switch-case for std::pair in controls.cpp HOT 1
- Ragdolls?
- Game white screens then closes HOT 3
- Linux support? HOT 2
- Help compiling for linux HOT 3
- Is project dead? No updates in 2 Years? HOT 9
- Error compiling on Linux HOT 1
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- Overwriting game saves is buggy
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