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Strange issues with PP and camera.stage #180108
01/27/08 07:08
01/27/08 07:08
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline OP
User
MrCode  Offline OP
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M

Joined: Mar 2007
Posts: 677
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I'm using A7.07, and I've been experimenting with post-processing FX with camera.stage. The thing is, whenever I run the level, the PP effect shows up fine, but the rendering of objects (the culling, I think) is all backwards. Models that should show up in front of another show up behind, and even separate meshes of the same model are on top of each other.



This also occurs when the pp_view's material is set to NULL. And I've already tried setting CULL_CW as a flag; it doesn't work.

The level is running @ 1024x768 (ImageShack resized my image), on an nVidia GeForce 7300 GT 512MB VRAM. DirectX 9.0c and Windows XP SP1 (stupid Microsoft won't let me activate my Windows, and because of that, I can't get SP2. I have 12 days and counting).

Could it be the fact that I'm using SP1?


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: Strange issues with PP and camera.stage [Re: MrCode] #180109
01/27/08 10:39
01/27/08 10:39
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Antialiasing and postprocessing doesn´t yet work together. If you use antialiasing deactivate it and it should work. At least for me it caused such problems.

Re: Strange issues with PP and camera.stage [Re: Slin] #180110
01/27/08 18:37
01/27/08 18:37
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline OP
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MrCode  Offline OP
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M

Joined: Mar 2007
Posts: 677
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Yep, the d3d_antialias was the problem. Thanks for the tip.


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: Strange issues with PP and camera.stage [Re: MrCode] #180111
02/16/08 19:44
02/16/08 19:44
Joined: Jul 2005
Posts: 24
C
cwc Offline
Newbie
cwc  Offline
Newbie
C

Joined: Jul 2005
Posts: 24
I've had the exact same issue only without a postprocessing shader. I have a secondary view with its bmap property set to a TGA image file. The image is then displayed in a panel. (Sort of like the rearview mirror concept.) The same problem you're reporting occurs in the secondary view even though it doesn't occur for the camera view. Also, the problem only seems to occur on NVIDIA cards. I haven't seen it on any of the ATI cards I've tested on. As MrCode suggested, the problem goes away if I turn off antialiasing. Hopefully some of this info might help Conitec to pinpoint the root cause. Or does Conitec already know what's causing this problem or when it might get fixed? (Or if there's a better work-around than removing AA?)

Re: Strange issues with PP and camera.stage [Re: cwc] #180112
02/17/08 00:47
02/17/08 00:47
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
MrCode just call that free number on activation failure and your Windows will get activated again by one of those people at the callcentre. Better would be to purchase a new Windows XP installation cd already containing SP2. I did so at my computershop for €5.- showing the original jewelcase with product key.

This is much easier than having to download and install the whole SP2 as update over a existing Windows XP SP1 installation.


smile
Re: Strange issues with PP and camera.stage [Re: D3D] #180113
02/18/08 08:24
02/18/08 08:24
Joined: Mar 2007
Posts: 677
0x00000USA
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MrCode Offline OP
User
MrCode  Offline OP
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M

Joined: Mar 2007
Posts: 677
0x00000USA
I've already taken care of the Windows issue now, I guess I just hadn't taken the time to post it. It's got SP2 on it. I'm up and running the way I was before again, yay!


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}

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