When night appears problem

Quorthon3D

05-03-2009 22:57:07

Hi,

I'm integrating Caelum with other plugins(Hydrax 0.5, Paged Geometry, and SPT 0.2)

The app runs normal, but when night appears the sky being strange behavior.

image of the sky
[/url]

Does someone have ideia for solve this issue?

dudeabot

06-03-2009 00:34:48

looks like your viewport is set to white somewhere on your code

btw, many problems integrating it to hydrax?

im having issues about it: http://www.ogre3d.org/addonforums/viewtopic.php?f=20&t=9298&start=45#p54473

Xavyiy

06-03-2009 00:38:31

@dudeabot
Try with a larger Camera far clip distance. If it doesn't minimice the problem, try setting a black technique called "HydraxDepth" in the caelum sky material.

Quorthon3D

06-03-2009 00:48:21

not, only this...
Until now. =]

@dudeabot
De onde do brasil, que você é?

SNiLD

13-03-2009 12:24:31

The same problem started to appear for me. It only happens when the "midnight" comes. I have tried adding the HydraxDepth to all materials but if I add it to the "PointStarfield.material" the program crashes. Adding the same technique to other materials doesn't cause a crash and actually fixes the issues like the sun being visible through Hydrax. Also when this bug appears my FPS drops dramatically.

Update: If I disable the PointStarfield.material by renaming it to PointStarfield.material.no for example the problem doesn't occur (but there's no starfield obviously)!

Here's what the "PointStarfield.material" file looks like after adding the HydraxDepth:

//
//This file is part of Caelum.
//See http://www.ogre3d.org/wiki/index.php/Caelum
//
//Copyright (c) 2008 Caelum team. See Contributors.txt for details.
//
//Caelum is free software: you can redistribute it and/or modify
//it under the terms of the GNU Lesser General Public License as published
//by the Free Software Foundation, either version 3 of the License, or
//(at your option) any later version.
//
//Caelum is distributed in the hope that it will be useful,
//but WITHOUT ANY WARRANTY; without even the implied warranty of
//MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//GNU Lesser General Public License for more details.
//
//You should have received a copy of the GNU Lesser General Public License
//along with Caelum. If not, see <http://www.gnu.org/licenses/>.
//

vertex_program Caelum/StarPointVP cg
{
source CaelumPointStarfield.cg
entry_point StarPointVP
profiles vs_2_0 arbvp1 vp30

default_params
{
param_named_auto worldviewproj_matrix worldviewproj_matrix
param_named_auto render_target_flipping render_target_flipping

// Default parameters only here to quiet ogre.
param_named mag_scale float -1
param_named mag0_size float -1
param_named min_size float -1
param_named max_size float -1
param_named aspect_ratio float -1
}
}

fragment_program Caelum/StarPointFP cg
{
source CaelumPointStarfield.cg
entry_point StarPointFP
profiles ps_2_0 arbfp1 fp30

default_params
{
}
}

material Caelum/StarPoint
{
receive_shadows off

technique
{
pass
{
depth_check off
depth_write off

vertex_program_ref Caelum/StarPointVP
{
}

fragment_program_ref Caelum/StarPointFP
{
}

scene_blend alpha_blend

// Works with default culling:
cull_hardware clockwise

// Override Direct3D shader fog.
fog_override true none
}
}

technique HydraxDepth
{
scheme HydraxDepth
pass
{
lighting off
texture_unit
{
colour_op_ex modulate src_manual src_current 0 0 0
}
}
}
}

cdleonard

16-03-2009 06:39:38

The same problem started to appear for me. It only happens when the "midnight" comes. I have tried adding the HydraxDepth to all materials but if I add it to the "PointStarfield.material" the program crashes. Adding the same technique to other materials doesn't cause a crash and actually fixes the issues like the sun being visible through Hydrax. Also when this bug appears my FPS drops dramatically.

Update: If I disable the PointStarfield.material by renaming it to PointStarfield.material.no for example the problem doesn't occur (but there's no starfield obviously)!


Don't do that; PointStarfield won't work with arbitrary material modifications. It requires it's own vertex program.

If you want to disable a component in a special case you can do it with visibility / query flags.