liu.yan Posted May 17, 2017 Posted May 17, 2017 As shown in the video below, some of the textures like sidewalk and tiles would flicker when the camera moved into a certain range. What may cause this problem, and how can we solve it? bandicam__short.mp4
silent Posted May 17, 2017 Posted May 17, 2017 Is there any test scene available? It looks like z-fighting - objects are too close to each other. You can setup geometry offset in material settings or use Geometry inflation option to avoid such artifacts. More information we can provide only if we will have some reproduction scene and ability to test this behavior inside Editor. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
liu.yan Posted May 17, 2017 Author Posted May 17, 2017 There is another problem before I can upload anything for you. The forum system only allowed me to upload 3.43 MB of files. How can I clear my history uploads, so I can upload the demo node and corresponding resources.
liu.yan Posted May 17, 2017 Author Posted May 17, 2017 I had minimized the project, check it. unigine_project.zip
werner.poetzelberger Posted May 17, 2017 Posted May 17, 2017 Looks like z-fighting or filtering to me. Do you use DXT format textures with mipmapping? best.w.
silent Posted May 17, 2017 Posted May 17, 2017 liu.yan I've checked your test scene and there is indeed issue with mip maps. You are using DXT compression with textures that have non-power of 2 dimensions, therefore there is no mip maps created automatically. If you will fix your textures (so they will have the correct resolution) and re-import them via Editor mip maps will be created automatically and there will be no flickering on the big distances. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
liu.yan Posted May 18, 2017 Author Posted May 18, 2017 Good, that's is the exact problem and we had solved the problem, thanks a lot~ And, could the mip maps be generated automatically(or manually) in the editor? For the images we've got may not always be pow-2 dimensions.
silent Posted May 18, 2017 Posted May 18, 2017 liu.yan Mip maps can be only generated if texture has power of 2 dimensions with our tools. Using 3rd party tools or approaches I think it's generally possible to create mipmaps for such textures manually. Maybe AMD Compressonator or Nvidia texture compression tools will help in that case. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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