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Author Topic: Rift rendering glitch  (Read 51225 times)
Minus
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« on: February 01, 2009, 08:13:11 am »

So we were playing today and this happened.


* huhwhat.jpg (117.9 KB, 1280x1024 - viewed 2432 times.)
« Last Edit: February 01, 2009, 08:48:19 am by Chris » Logged

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« Reply #1 on: February 01, 2009, 08:47:47 am »

Looks like the glitch is where the rifts should be (see attached map screenshot), which makes sense - each rift is supposed to be rendered to a texture. So in your case, the texture is getting corrupted, causing the effect you're seeing.

I'll move these posts to a separate bug thread.


* warscross.jpg (145.68 KB, 1162x893 - viewed 2351 times.)
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Kumlekar
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« Reply #2 on: February 01, 2009, 07:05:34 pm »

Oh, I saw that one in single player once.  Also, I'd like to add that rifts are not showing for anyone other than the host in multiplayer games.  I think most of us know that laready though. (gives me an advantage since I've played most of the rift maps =D).
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What is Six Times Nine
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« Reply #3 on: February 02, 2009, 01:02:15 am »

Also, I'd like to add that rifts are not showing for anyone other than the host in multiplayer games.

Yes, I know about that one. It'll be fixed in the next patch.
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Stixsmaster
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« Reply #4 on: February 02, 2009, 01:48:26 am »

AH I beg to differ about rifts in MP...as I hosted a MP game with a friend with rifts and he never mentioned to me about rifts looking awkward at all...or any obscure graphix...

EDIT: my friend who I am trying to double check with on this...is having sum memory issues so I am currently playing another MP with him...to just check...

---Stixsmaster
« Last Edit: February 02, 2009, 01:54:54 am by Stixsmaster » Logged
Kumlekar
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« Reply #5 on: February 02, 2009, 02:55:27 am »

Stix, the one with the strange display is not exlcusive to multiplayer and only occurs some of the time.  From my expierence, I have never seen a rift in a multiplayer game that I did not host.
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What is Six Times Nine
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Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
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« Reply #6 on: February 02, 2009, 04:41:12 am »

Yes, the display of rifts to remote clients is definitely broken. (Except on my development copy, where it's fixed now.) This rift rendering glitch is a separate issue.
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Minus
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« Reply #7 on: February 02, 2009, 04:43:17 am »

It was late when I posted the OP, so I forgot to mention that it was persistent too. It was like that one game and then every game afterwards. Don't know if that helps or not.
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Kumlekar
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« Reply #8 on: February 02, 2009, 07:47:28 am »

I don't have a screenshot (its extremely hard for me to take them ingame)  But it seems that if a rift is long enough, the thickness increases, and resolution decreases.  I'm dealing with rifts that range over a distance of around 2000-10000 pixels on the current map I'm working on.  It seems pretty consistent if anyone wants to replicate it.  I'm not sure if its dependent on the total rift distance, or the distance between two ajacent points on the rift.
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What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
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« Reply #9 on: February 02, 2009, 10:18:29 am »

That's the game trying to fit the rift on an axis-aligned texture without using large amounts of graphics memory. Smiley

The workaround is to split long rifts into multiple shorter ones.
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Prez
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« Reply #10 on: February 02, 2009, 12:13:56 pm »

"Dark Nebula" What about an invisible rift called "Dark Nebula" to not use heavy grafics?
Fabio
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Chris
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« Reply #11 on: February 02, 2009, 12:42:49 pm »

Rifts aren't much of a performance problem really, I just need to fix them up. Smiley  I might need to get an OpenGL expert in to look at the code since I confess I don't quite understand the details of the render-to-texture API calls. No doubt this is why they sometimes don't render correctly.
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Kumlekar
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« Reply #12 on: February 02, 2009, 06:29:18 pm »

*Puts openGL on my list of stuff to learn right after QT and just about every other method of making something other than text appear on the screen*
So yeah... I'll be an expert in about 10 years, is that a good timeframe for ya?
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What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
Chris
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« Reply #13 on: February 03, 2009, 12:18:08 am »

That depends. Will they have a time machine in 2019? Grin
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Kumlekar
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« Reply #14 on: February 03, 2009, 02:01:44 am »

I don't know, maybe I can put that on the bottom of the list to finish by 2029?
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What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
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