I broke plsm... help?

uzik

24-03-2007 02:57:43

I doubled the scale of the scenery and it won't render anything near the camera. Any suggestions? I turned on the polygon draw option to see if
it was drawing invisible polys or just not drawing the polys. It's drawing
all the polys at the edge of the viewport ok. The camera is positioned
at (0,0,0) and the world should be about 15000 units in size here.

KidParanoja

24-03-2007 03:49:29

have you tried to reduce CLipDistance of your camera with setNearClipDistance(x);
x = between 2 and 5

it´s just an idea :idea:

uzik

24-03-2007 04:11:01

I set it to 0.01 with no result.
Good thought though, thanks :)

uzik

24-03-2007 05:17:09

I think it may be not rendering the terrain with that's at the highest LOD level. I switched to the gl renderer and I can see some of the missing parts.
The polygon density is much higher in the parts that are invisible on the
directx renderer.

nindim

24-03-2007 14:07:10

Are you using shadows? Specifically texture modulative? If so try turning them off.

uzik

24-03-2007 14:18:11

I turned off everything, including shadows, and disconnected all the
code that wasn't part of the initialization. Just in case I was doing something
that was causing it. I think it might be a buggy video card.

That does bring up a question though. Can we enumerate what features
the hardware has so we can tailor our run times? If it's an older card I can
turn off shadows, etc. to get better performance. Like how much memory
the system has free, and what features are handled by the video card
in hardware?

nindim

24-03-2007 15:08:52

u can use the get_device_caps to work out if it has certain features like fragment program capability etc, pixel shaders to you and me ;) Not sure what else can be gotten from it though, im sure its in the ogre manual.

uzik

24-03-2007 16:24:24

Thanks. I'll go through the ogre manual again.
I found their manual really difficult to find anything in.
I guess I should probably just allocate the time to read the
whole thing, since it'll probably save me a lot of time in the
long run!

I tried it out on another box with a fairly new nvidia card.
It performs pretty much the same. I did notice a significant
difference in what was drawn depending on the choice of directx
or opengl renderer. I intended to do the development on a
junky old card since that's probably what the low end game
players would have. I may have to rethink that one. I think old
ATI hardware is a lost cause :(