steve3d Posted July 26, 2011 Posted July 26, 2011 a small scene with objectWaterMesh as a river, in SDK 2011-07-21, a strange shadow appeared on the water surface, and this shadow sometimes disappeared , sometime appeared, also this shadow moves with camera. see the attachments. This weired shadow didn't show in versions before 2011-07-21.
Guest mrred Posted July 26, 2011 Posted July 26, 2011 a small scene with objectWaterMesh as a river, in SDK 2011-07-21, a strange shadow appeared on the water surface, and this shadow sometimes disappeared , sometime appeared, also this shadow moves with camera. see the attachments. This weired shadow didn't show in versions before 2011-07-21. Hi, steve3d! Could you provide a test scene, please?
steve3d Posted July 27, 2011 Author Posted July 27, 2011 We use patched engine, also some feature integrated to editor, so I don't know how to send you the test scene. I've tested tropics scene, but I got a error in console: 11:16:22 D3D10Shader::loadVertex(): error in "core/shaders/default/water/vertex_surface.shader" file 11:16:22 defines: NVIDIA,NVIDIA_NV60,QUALITY_LOW,QUALITY_MEDIUM,QUALITY_HIGH,MULTISAMPLE_0,USE_INSTANCING,USE_GEOMETRY_SHADER,USE_TEXTURE_3D,USE_TEXTURE_ARRAY,USE_ALPHA_FADE,USE_REFLECTION,USE_DEFERRED,USE_PARALLAX,HAS_DEFERRED_COLOR,HAS_DEFERRED_NORMAL,HAS_DEFERRED_PARALLAX,USE_SRGB,USE_PHONG_RIM,USE_ENVIRONMENT,USE_NORMALIZATION,USE_DIRECTIONAL_LIGHTMAPS,DIRECT3D10,USE_FEATURE_LEVEL_10_1,SURFACE_LIGHT_SPOT,SPOT,FOAM,WAVES 11:16:22 D:\Develop\UnigineSDK-source-2011-07-21\bin\core\shaders\default\water\vertex_surface.shader(291,12): warning X3578: Output value 'main' is not completely initialized
steve3d Posted July 27, 2011 Author Posted July 27, 2011 partly I've found the problem, it might be my speedtree related. :(
steve3d Posted July 28, 2011 Author Posted July 28, 2011 it's not a speedtree problem, I've created minimal scene from our scene. in attachement. I've placed the playerNode at the position which you can easily see the buggy shadow. check it please. JinChuanHe.rar
frustum Posted August 3, 2011 Posted August 3, 2011 any update or fix available for this? :) Don't scale LightWorld node.
steve3d Posted August 4, 2011 Author Posted August 4, 2011 if LightWorld don't have scale, the buggy reflection still exists.
steve3d Posted September 16, 2011 Author Posted September 16, 2011 https://developer.unigine.com/forum/topic/763-nodes-created-in-editor-get-random-z-scale-value-with-double-precision/ This bug related to this problem
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