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revi

weird flickering on water reflections

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I get weird flickering on at least some water surfaces when using water shader == 0, this disappears when setting water shader to 1 or 2.

Got the impression that others have the same problem, but cannot use the higher shaders.

 

Worth looking into (I'm willing to do so)?

 

revi

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You might want to give us some hints, like operation system, graphics hardware, version of EL this happens in, ...

 

OS Linux (SuSE 10.3),

graphics NVidia GeForce 8400 GS , w. vendor driver version 169.12,

EL client version 1.6.0, (binary download as published in forum)

video settings

new selection on, others off

water shader == 0

anisotropic filter no influence

adv. video all options on

 

revi

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I'm seeing this too with latest CVS. (Water shader is 0, and no framebuffer).

 

I investigated this a bit further. Steps to reproduce:

- It must be day ingame. Use DEBUG_TIME to achieve this if it's night at the server.

- Go to Irinveron without any warm clothes, stand by the sea.

- When hurt by the cold and you lose some health (red number over character's head), the flickering occurs.

 

Reverting this commit (25-03-2008 14:53): "Added a stencil test for reflections when not using the framebuffer and updated the skybox code according to that." by Schmurk seems to fix the flickering.

 

Unfortunately I don't have time right now to look further into what the commit does.

 

 

Video card: GeForce4 Ti 4200/AGP/SSE/3DNOW!

OpenGL Version: 1.5.3 NVIDIA 71.74

 

Edit: fix typo

Edited by Vegar

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I'm seeing this too with latest CVS. (Water shader is 0, and no framebuffer).

 

I investigated this a bit further. Steps to reproduce:

- It must be day ingame. Use DEBUG_TIME to achieve this if it's night at the server.

- Go to Irinveron without any warm clothes, stand by the sea.

 

- When hurt by the cold and you lose some health (red number over character's head), the flickering occurs.

 

Reverting this commit (25-03-2008 14:53): "Added a stencil test for reflections when not using the framebuffer and updated the skybox code according to that." by Schmurk seems to fix the flickering.

 

Unfortunately I don't have time right now to look further into what the commit does.

 

Sorry, if this is a bit messy..

 

I forgot about the time, think it was day as well

I saw it on C1, IIRC on DP, the river,

full health, not sure about framebuffer.

 

I can dig into it a bit if you want (don't know this code base yet, though :),

or at least check different locations (if usefull)

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I still have this flickering with the latest CVS, no SKY_FPV_CURSOR enabled.

In which conditions do you have it? (options, place, time...)

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In which conditions do you have it? (options, place, time...)

 

I'll do some more checking beginning of next week (01/04) on C1

when I have more uninterrupted time

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Linux 32bit client (because the 64 bit won't work for me due to it requiring glibcxx_3.4.9).

Game time 3-now.

Turning on and off shadows does nothing. Turning off the water reflections stops the flicker.

Frame buffer, point particals, shadow mapping not supported on my graphics card right now.

Mip maps make no difference.

It does not matter if I am inside or out. Water will flicker.

AMD Turion 64 cpu.

ATI Radeon Xpress 200M graphics on my laptop.

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WinXP

Video card: GeForce2 GTS/AGP/SSE

Vendor ID: NVIDIA Corporation

OpenGL Version: 1.5.3

client: 1.6 from main page

 

all video options off except for reflections,

vertex buffer object and compiled vertex array

perspective on default

 

when moving the whole water surface flashes (one flash per step)

and when I turn the camera sometimes the surface splits in polygons which flash

 

can provide screens if needed

 

EDIT: forgot to add where I was

 

Palon Vertas Storage, time 0:00-1:00 (so night or day didn't matter, same for rain)

Edited by Alberich

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hmm... the bug was in the client shipped with the predownload version so if you're using this version, please do not report the bug or if you're under linux, please try to compile the cvs and see if you still have it.

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I got same situation as Alberich, and when i turn reflection off everything is good; I got this bug with invisible dragon so maybe its connected somehow?. On RC1 everything was warking fine.

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no flickering with CVS so far, I will keep using it and see if it still can be triggered by something

 

(naive of me to think that the 1.6 on the main page is the same as in CVS?)

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This is a different bug (we had no water shaders enabled).

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Ok, it's just the objects that appear/disappear on different camera angles. Yes, I've already noticed that but I thought it was only visible with the camera used in the SKY_FPV_CURSOR code. The problem seems to come from the frustum that is used for the reflections...

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I'm not sure if this is still usefull, or even the same issue (or even a bug ;), but here's what I observed:

 

Portland harbour, 2:37 game time, looking south:

water shader 0 : very intense reflections (white!), no flicker,

no visible influence of frame buffer settings

water shader 1 :

frame buffer support on : more natural, but flat, reflections, black sky

frame buffer support off: blue sky, but no more reflections (dark blue cloudy pattern instead)

water shader 2 : as 1, but with ripples in the reflections

 

Also : shadow mapping plays a role :

water shader == 1 | 2

shadow mapping off: no real reflections,

on: reflections on the water 'work'

frame buffer settings seems to have no effect on this

 

water shader == 0

 

Shadow mapping on : very clear reflections (almost white sky)

off : objects reflect, sky quite dark w. clouds

In both cases : reflected image of e.g. rocks has a cloud pattern superimposed/blended (?), which seems very unnatural

 

In Portland : no reflection flicker noted

DP : identical, cannot reproduce the flickering. (Game time 3:07)

 

Client used: Linux 64 bit pre-release (through forum link),

OS : Linux OpenSuse 10..3 w. updates

Graphics: NVidia 8400 GS, OpenGL version 2.1.2, driver 169.12

 

UPDATE (2008/04/02) :

I managed to compile the CVS client today,

water shader 0 is a lot better, the black sky problem with the higher numbered water shaders still persists.

Edited by revi

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OK,to clarify my problem:

reflections do not flicker as long as the camera position / zoom level stays the same.

 

Changing the camera position by walking or rotating and changing the zoom level causes objects to disappear from the reflection.

 

- http://www.eternal-lands.com/forum/index.p...=si&img=523

- http://www.eternal-lands.com/forum/index.p...=si&img=524

- http://www.eternal-lands.com/forum/index.p...=si&img=525

- http://www.eternal-lands.com/forum/index.p...=si&img=526

- http://www.eternal-lands.com/forum/index.p...=si&img=527

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I have also big problems with water with shadow reflections on, and yes I want to be able to play with the water reflections cuase the water looks so good then.

 

What I did: get rid of old not up to date *r* maps and elm files, uninstalled and installed game again, got the latest drivers.

 

I dont know what to do to and got this problem by update when I had different graphic card, now I bought new but still same problem and don't know what to do.

 

I have tried reading forums and checking this thread but still have the problem and dunno what to do.

 

I tried change qater quality 0-2 but still bugs just different types. If more info needed tell and I bring here. Also guildie with same card don't have this problems; fatboyjaxx, and that means I must have done something wrong right?, I just cant get what.

 

The problems are shadow mapping + show reflections + shadows (turned of shadows and it worked properly)

 

And yes I have tested the RC all the time but due the graphic card change after I cannot affect much.

 

Thanks for help(And I know atm there are probably more important stuff to do)

 

/dannus

 

Turned of shadows and got rid of it so its ok. Got several other bugs as going half a bit inside the ground, messed up room in pv and alot more but they maybe get fixed sometime in a later patch....

Edited by Dannus(Swe)

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