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wrong clipping using multiple views #48791
07/06/05 12:31
07/06/05 12:31
Joined: Jul 2004
Posts: 31
aaaabcv Offline OP
Newbie
aaaabcv  Offline OP
Newbie

Joined: Jul 2004
Posts: 31
Hi,

I've version 6.31.4 and experienced a problem using multiple views.
I have made a level consisting of several map entities. In the script i have a view that is displayed at the top of the screen showing the rear. This second view has a lower clip_far range than the main camera.

The map entities get now clipped at the minimum clip_far range of the two views, even in the main view. If the visible flag of the rear view is set to off, everything is ok. But if turned on again, the map entities are clipped against the clip_far range of the rear view in both views!

Re: wrong clipping using multiple views [Re: aaaabcv] #48792
07/06/05 13:24
07/06/05 13:24
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
A similar bug was also reported by another user some time ago, but could never be reproduced here.

If you're sure that your problem is reproducible and not just caused by a script bug, can you send us that project (-> support1(at)3dgamestudio.com)? I'll look into it.

Re: wrong clipping using multiple views [Re: jcl] #48793
07/08/05 16:08
07/08/05 16:08
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
I've received your level, but can not confirm your problem. The clip ranges of both views can be set independently. Additionally, your level was very simple and if there were such a bug, it would have happened in other games too, and other people would have noticed it.

Therefore, if you're sure of your observation the bug is elsewhere. It's not a likely video driver bug, but that seems to be the only remaining possibility. Update your video driver. What driver version were you using?

Re: wrong clipping using multiple views [Re: jcl] #48794
07/08/05 19:26
07/08/05 19:26

A
Anonymous
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Anonymous
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A



I use 4 different views in my games sometimes and never have had this problem. Although, you usually have to extend the view.fog_end on created views since the default is very small

Re: wrong clipping using multiple views [Re: jcl] #48795
07/20/05 10:17
07/20/05 10:17
Joined: Jul 2004
Posts: 31
aaaabcv Offline OP
Newbie
aaaabcv  Offline OP
Newbie

Joined: Jul 2004
Posts: 31
I have a Radeon 7000 Series with an Omega driver 2.5.97 and the SDK version of DirectX 9.0c.

I'll try to test that level on another system / another driver.

Re: wrong clipping using multiple views [Re: aaaabcv] #48796
07/25/05 13:08
07/25/05 13:08
Joined: Jul 2004
Posts: 31
aaaabcv Offline OP
Newbie
aaaabcv  Offline OP
Newbie

Joined: Jul 2004
Posts: 31
Ok, i've tested this simple level at another PC with another graphic adaptor (a SIS graphic card) and the release version of DirectX and WinXP(SP1). But the problem is still the same even with that very simple test level. if you turn off the second view, it's ok, if it's turned on, the main camera is clipped as well.
Maybe that problem is only with the PRO version? I think not too much have the pro version so maybe that's why it does not show up on every system?

Re: wrong clipping using multiple views [Re: jcl] #48797
10/04/05 13:58
10/04/05 13:58
Joined: Jul 2004
Posts: 31
aaaabcv Offline OP
Newbie
aaaabcv  Offline OP
Newbie

Joined: Jul 2004
Posts: 31
I cannot figure out what's wrong. I use this code
Code:
 // test.wdl

string str_level = <test.wmb>;

view camera2
{
pos_x = 0;
pos_y = 0;
layer = 1;
size_x = 200;
size_y = 100;
flags = visible;
}

function toggle()
{
camera2.visible = !(camera2.visible == on);
}


function main()
{
on_t = toggle;
level_load(str_level);
camera2.clip_far = 1000;
}



I have also compiled the level in a redistributable program. Can I mail it to you to reproduce the problem with my engine version (6.31.4)?

Re: wrong clipping using multiple views [Re: aaaabcv] #48798
10/05/05 17:34
10/05/05 17:34
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Your code looks quite normal. But all 6.31.4 engines are the same, so it is not likely that you have an individual version with this problem that mine or other people's versions haven't.

Can you post a screenshot of the problem?

Re: wrong clipping using multiple views [Re: jcl] #48799
10/06/05 13:29
10/06/05 13:29
Joined: Jul 2004
Posts: 31
aaaabcv Offline OP
Newbie
aaaabcv  Offline OP
Newbie

Joined: Jul 2004
Posts: 31
This is the level consisting of planes as map entities. Both views, camera and camera 2 start at the origin (0,0,0) looking in the same direction.



If only the main camera is turned on, everything is ok. The plane entities are visible and within the clipping range.



By pressing 'T' the second camera becomes visible. As you can see the second camera has a different clipping range but suddenly the plane entities are gone on the main camera. Using different clipping values on camera2 changes the clipping range of the default camera.



If you want you can download the project exe to check the problem.


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