Wintermute Engine Forum
Wintermute Engine => Bug reports => Not a bug => Topic started by: Stucki on October 13, 2007, 09:59:23 AM
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for testing purpose i have created a sky actor. its an extruded circle with a sky bitmap on it and it rotates slowly around the scene.
in front of it are some are some cloud entities [ which will become 3d-actors, too ]
so i can have any speed i want without having the exact pixel per pixel movement when doing the Entitie.X=Entitie.X + 1 method ...
everything is working fine just one problem at the moment ;)
in the preview screen in projectman the circle is intact and i can see the hole sky ...
here is a picture:
(http://www.schach-welten.de/DOWNLOAD/himmel_1.jpg)
but in the game engine there are holes in my sky:
here is a picture:
(http://www.schach-welten.de/DOWNLOAD/himmel_2.jpg)
first i thought about a problem with the normals ... but i tried everthing [ unified normals opposed normals ] and nothing changes.
and why is it showing like it should in the preview of projectman and not in the engine ??
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The wierd thing is that the cloud texture is showing over the black area.... so the mapping and the mesh "look" like they are working.. have you checked to see if you have a alpha in the image file you are using?
or if that cloud is a different sprite or something... have you looked at your lighting.. mabey the cylinder is larger that the radius of your lighting?
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the clouds in front of the black opening are sprites.
it could not be the lighting. because the black opening rotates along the screen, because the sky rotates .. if it is the lighting the sky should rotate but the black hole should stay at the same position ...
but thanks for guessing ..
it seems to be something with the texturing - not the geometry.
if i change the tiling of the texture in 3dsmax the bleck holes become shorter, but more often ...
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I think it's either cut off by the scene geometry (if stencil shadows are enabled in that scene) or by the far clipping plane, as set in SceneEdit.
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no this cant be i think. far clipping plane is -1
i have this script which rotates the sky actor around its center.
and if it would be a geometry problem or a stencil shadow problem .. the black hole should at the same position and not rotate with the texture ...
and as i mentionend if i set the tiling of the texture to a higher rate the black part becomes smaller but more often ...
best regards
stucki
Edit:
the problem stays the same regardless shadows are set to none / simple / flat or stencil
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no this cant be i think. far clipping plane is -1
If you specify -1, WME uses some default clipping plane distance, but it still DOES clip the geometry. Try tinkering with the far clipping plane distance to see if it helps.
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i triggered both values in may different ways .. it doesent change the texturing.
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This could be a problem of the texture. On some system configs this strange behaviour can happen, if the texture is not sized to fit a power of 2. We had this with one of our actors.
Just a suggestion.
Regards
Amo
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thanks very much Amo
this does the trick !!
you helped me very much
O0 ::rock O0
Regards
stucki
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btw ... that sky actor is a nice trick. Grats for this creative abuse" ;-)