ungoliant 120 Posted October 14, 2010 Report Share Posted October 14, 2010 not sure if this is a known bug, or a problem on my end, (couldn't find a tracked entry for it) but i'm getting some nasty decal glitch. it seems that other patches or models placed in front of some dirt/stain decals will still show the decal behind it if the player moves a certain distance away. Then when the player moves in closer, the decal stops showing through. Gives an extremely ugly "popping" effect like a bad LOD system. Quote Link to post Share on other sites
Baddcog 114 Posted October 14, 2010 Report Share Posted October 14, 2010 yeah, i've been getting this too. I think it's the z fighting issue the door hinges had. I was running around StAlban yesterday and it was real noticeable with the grime on the torches, however they seemed to be away from the wall a bit (so they'd z-fight with the torch base) not really Z fighting though, just 'it's in back' , move a few feet, 'it's now in front'. Also have this in my city mission, a decal behind some fun_static patch arches. at a distance of about 400 units the decal appears in front of the 16 unit thick arches, that's a big jump. Been trying to pin it down specifically, maybe it's just a patch bug - z order thing. Quote Dark is the sway that mows like a harvest Link to post Share on other sites
Bikerdude 3740 Posted October 14, 2010 Report Share Posted October 14, 2010 fyi I have been getting it and I thought I logged a bug trackers for it, but in case i havent, Ungoliant should log one. Quote Link to post Share on other sites
ungoliant 120 Posted October 14, 2010 Author Report Share Posted October 14, 2010 (edited) wow, i totally stumbled on the source of the bug while browsing iddevnet. Ok so heres the deal. Any decal using DECAL_MACRO is by definition using polygonOffset 1, described on iddevnet as such: "offset the depth buffer to combat z-fighting". After removing DECAL_MACRO from one of the shaders i was using, the bug was fixed, and to confirm, i re-applyed polygonOffset 1 and the bug showed back up again. So there it is. On another note i think i've solved another bug at the same time. When i took off DECAL_MACRO, any time selecting a patch with that texture applied, it became transparent in DR, so theres the transparency bug identified too. Downside: haven't checked to confirm yet, but i suspect that removal of DECAL_MACRO will result in z-fighting on decals that are flush to the surface of brushes. edit: actually i guess by the way its described in iddevnet, its not really a bug at all. This might also heavily influence some discussion i read about wanting decals to default either flush or offset from brushes when using the "create decals for selected faces" function. Edited October 14, 2010 by ungoliant Quote Link to post Share on other sites
Bikerdude 3740 Posted October 14, 2010 Report Share Posted October 14, 2010 edit: actually i guess by the way its described in iddevnet, its not really a bug at all. This might also heavily influence some discussion i read about wanting decals to default either flush or offset from brushes when using the "create decals for selected faces" function.Well i for one have alwayes wanted decals to be offset by 1 grid at @0.0125, that way i can select the decal rather than the brush etc.. btw fids that double click approach dont work. Quote Link to post Share on other sites
Baddcog 114 Posted October 14, 2010 Report Share Posted October 14, 2010 I always just hide brushes, select decal, kindof a pain but... Yeah, that macro thing will probably cause z-fighting, most likely at larger distances. So it's either z-fighting or the decal overriding polys, or an offset which can look odd up close in corners (you can see a strip of 'clean' behind the dirt). Not sure which is best imo. decals are best looking flush than offset, but if offset is the only way to prevent z-fighting AND polygon offset, then the decal offset is probably the lesser of 2 evils. Though we can't change existing decals as it will break older maps and make them z-fight. So now we need a naming scheme... something to let mappers know which is which... Quote Dark is the sway that mows like a harvest Link to post Share on other sites
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