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some buildings disappearing at edge of screen

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ent said something about getting bonus for bugs, im not sure this counts, but it looks like bug to me:

ELerror.png

look in top left corner its where the taverns suppost to be. only looks like this from some views.

The bug with some builsings dissapearing is not new, it happens since the last client update. No idea why, if someone wants to look into it, I'd appreciate it.
this sounds to me like the object culling is a bit overactive for whatever reason. as I recal, there were some efforts made to reduce the amount of rendering done, so I suspect that in the case of some large objects, if the centre is sufficiently far out of the screen, the edges might not show.

I don't really have time to look into this (I've been working 16 of the last 24 hours, yay for being in the emergency services, so just winding down on the comp now... and I have an intensive-study-mode course at uni for the next couple of weeks), but I figured I'd point this out to the people who have made changes to the object culling, and to anyone else interested in looking for the bug

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It's a bounding box bug. I've seen the problem while working on the missiles collision system.

Here's the state of the bounding boxes in votd:

house17_bbox_bug.jpg

As you can see, the bounding box of the tavern (the house on the left) is not good. Btw, the corresponding file is house17.e3d

 

I've seen the problem elsewhere and I think it only affects the houses but I'm not 100% sure. Here's another example on IP (the middle house in the bottom):

house3_bbox_bug.jpg

For this one, the corresponding file is house3.e3d

 

In my case, I recompute the bounding boxes at runtime to correct the problem but this should be fixed in the files...

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It's a bounding box bug. I've seen the problem while working on the missiles collision system.

Here's the state of the bounding boxes in votd:

...

As you can see, the bounding box of the tavern (the house on the left) is not good. Btw, the corresponding file is house17.e3d

 

I've seen the problem elsewhere and I think it only affects the houses but I'm not 100% sure. Here's another example on IP (the middle house in the bottom):

house3_bbox_bug.jpg

For this one, the corresponding file is house3.e3d

 

In my case, I recompute the bounding boxes at runtime to correct the problem but this should be fixed in the files...

That supposedly is fixed at runtime woth -DBUG_FIX_3D_OBJECTS_MIN_MAX until they fix the objects. But seeing that I've seen ahouse pop in incorrectly, maybe that patch still has problems. Take a look at that in 3d_objects.c

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@learner

I'm using this patch in my program but is seems that is doesn't correct all the bounding boxes.

 

@entropy

Glad you like it :D

It's just a little program that I made with GLUT in order to test the collision system. :(

What part of it would you like to see in the map editor? When the collision system will be finished, I can try to do it...

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Not sure,if its offtopic or not, but i see ppl/creatures close to the top of the screen just disappear/pop up too.

 

Maybe its related or even its the same problem.

 

Piper

 

Edit: And on some arctic maps, i see parts of a path or a road just pop in or disappear, when they are close to a border of the screen. Which would be then 2D stuff and not 3D stuff. If you need more infos about that, i can go and get map names + coords.

Edited by The_Piper

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@learner

I'm using this patch in my program but is seems that is doesn't correct all the bounding boxes.

 

@entropy

Glad you like it :D

It's just a little program that I made with GLUT in order to test the collision system. :(

What part of it would you like to see in the map editor? When the collision system will be finished, I can try to do it...

Thats why I said to take a look at the patch, because to me it doesn't look right and I know it's not working properly from what I've seen. Thats why I pointed you to the code and compile option so maybe you can get it fixed.

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Thats why I said to take a look at the patch, because to me it doesn't look right and I know it's not working properly from what I've seen. Thats why I pointed you to the code and compile option so maybe you can get it fixed.

My bad :(

I'll take a look at it to see if I can figure the problem...

 

EDIT:

I took a look and it seems that the problem can't be resolved with a simple patch. Part of the objects have good bounding boxes and the others are wrong. So the actual patch corrects this by centering the box to 0 but it also supposes that all the objects are centered to 0 as well. Unfortunately, it seems that it's not the case for all the objects... :D

So there's two solutions:

- replace the actual patch by a real bounding box computation. The problem here is that it can be done only when the detail of the object is loaded. But as I'm not a specialist of the client, is the bounding box used before any detail is loaded?

- or correct the bounding boxes in the files and remove the patch which become useless.

Edited by Schmurk

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