serious mesh compiling smoothing errors [confirmed]

Evak

18-07-2007 22:59:42

I have my terrain made fairly low poly hoping that the smoothing would be enough to discuise the fact since my game is primarily a flying one.

With fixed function materials the smoothing works as expected, but when I use Shaders many of the triangles show as flat shaded. See pic:



My shader does use per pixel lighting? I guess this may be why, is there another way to get the smoothing more like the fixed function material?

I thought I'd ask as the usual smoothing tricks I use with fixed function snoothing angles don't seem to apply when using shaders.

Evak

18-07-2007 23:34:19

thought I'd look at the model in the max viewport with the shaderFX material applied and see how the shader looks in max before converting to ogre: It shows none of the flat shading problems that ofusion does, Is there still some kind of a normal smoothing problem?

http://www.kineticrealities.com/shaderfxsmoothing.jpg
It doesn't have any of the smoothing problems that appear in ofusion and ogre :(

I noticed there were a bunch of normal smoothing problems on another thread that don't seem to have been addressed.

http://www.ogre3d.org/phpBB2addons/view ... =smoothing

Lioric

19-07-2007 00:47:33

If the normals are correct in fixed function then its not a normals issue (as the same normals are used in the shaders, similar to the vertex points or colors, the same data stream is sent to the gpu)

It mostly seem to be a shader issue, probably a variation in the compilation, have you tested with OpenGL and D3D9 (cg)?

Could you apply the same texture to the fixed function material, as the normals doesnt seem to be used in the shaderfx image

jwatte

19-07-2007 18:07:52

Do you have a proper tangent space?

Evak

19-07-2007 20:36:43

I'm an artist really, not able to do an awful lot with shader code.

It seems to be happening mostly on large polygons, The same shader on more dense meshes doesn't have the same problem.

Evak

19-07-2007 21:35:24

you can see the more dense scenery in these pics doesn't seem to be suffering from the smoothing problems. It's only really rendering strangely on the large triangles for the generic ground.

http://www.kineticrealities.com/smoothing2.jpg

http://www.kineticrealities.com/Untitled-1des.jpg

I can't get the HLSL shader to work when I change the definitions to CG, the vertex color blending on the terrain shader doesn't work.

Lioric

20-07-2007 15:35:52

It means if you have the "Generate Tangents" enabled for your objects and if you are using the correct TEXCOORD channel in your shader where the tangents are created

Evak

22-07-2007 03:50:22

we couldn't find anything wrong with the shader. I did a polymesh smooth which subdivided all the large low poly terrain and the smoothing works fine. It's only really large triangles that have the problem.

Need to figure out how static geometry groups work now, everytime I try making the terrain a static geometry group the terrain disappears. I'm not sure how the range and region settings are supposed to work at the moment.

Here's a pic of the terrain after the low poly terrain is subdivided.

http://www.tysoes.com/des1.jpg

Lioric

24-07-2007 02:41:37

Just to mention that it is looking good :)

Evak

25-07-2007 19:49:24

hmm, thanks lioric. I"m still having problems with the smoothing though. Now the problem has become more pronounced since I'm welding parts of the terrain together and trying to blend between two textures on the canyon walls.

http://kineticrealities.com/smoothing3.jpg

welding the vertices and using the same smoothing groups makes no difference, still lights as though there are two seperate smoothing groups. you can see it a little higher up on the cliff ledge as well as at the base where the floor meets the cliffs.

Jeremy who helped convert the shader to ogre thinks the tex coord streams are correct and tried other combinations, but didn't manage to fix it.

Do you think the Auto Parameters bug that was fixed in 1.4.3 could be it? were still using 1.4.2

Bug fix for auto params light_direction_view_space_array and light_direction_object_space_array

Evak

30-07-2007 22:02:09

Hi Lioric, I got a PM from another ogre user (Disanti) regarding my problem, They suggested that I try another exporter. So I uninstalled ofusion and tried Lexiporter to see how the smoothing turned out with a basic shader there.

It seems there is a problem with Ofusions meshes and smoothing when using shader materials. You can see the two scenes below.

LEXIPORTER

OFUSION

I'll post a support ticket shortly with sample mesh file in XML and binary format. It's a pretty serious problem for anyone that uses shaders, Disanti uses the CE version but the problem is also in both CE and PRO.

Here's the other thread that shows what proved to be the same problem in the CE version.

http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=4872

http://www.amnesiasoft.com/uploads/2756 ... ngents.jpg

Distani discovered that other max exporters and blender exported the above Ofusion tunnel mesh perfectly.

Lioric

03-08-2007 04:19:39

I will review this issue immediately