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Specbump randomly glitching #444248
08/03/14 20:39
08/03/14 20:39
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
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I load up my game...


I close the engine and restart it.


This is happening randomly to just about every model with the specBump shader applied.


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Re: Specbump randomly glitching [Re: Stansmedia] #444250
08/03/14 20:56
08/03/14 20:56
Joined: Jun 2014
Posts: 121
F
FEL Offline
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FEL  Offline
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Posts: 121
Are there more models in the level?


FEL - Lead Game Designer & Core Developer
Re: Specbump randomly glitching [Re: FEL] #444251
08/03/14 21:04
08/03/14 21:04
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
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Yes. The terrain (which is an mdl), trees, and characters. All randomly glitch out like the first photo.


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Re: Specbump randomly glitching [Re: Stansmedia] #444252
08/03/14 22:28
08/03/14 22:28
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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is this custom shaders or shade-c?


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Re: Specbump randomly glitching [Re: DLively] #444254
08/03/14 23:41
08/03/14 23:41
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
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specbump.fx included with game studio.


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Re: Specbump randomly glitching [Re: Stansmedia] #444256
08/04/14 04:03
08/04/14 04:03
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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You said randomly, but for debugging reasons - Is it always in the same spot that this happens?


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Re: Specbump randomly glitching [Re: DLively] #444257
08/04/14 07:30
08/04/14 07:30
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Hiporope and its pain
It seems the wrong picture lacks on ambient light and only shows the specular reflection light. Maybe the terrain is lighted by more than the three lights supported by the specBump shader and the first three lights are far enough to be darken near to black so there is no ambient lighting. I am not sure about the following but probably the light list is sortered by the distance to the entitys origin each frame, so in the case of a model used as a terrain the origin can be pretty far and the lights near its origin are the ones passed to the shader. Probably the terrains light list is sorted by the distance to the rendered view: a good reason for the existence of terrains (in addittion to a better polygon culling by chunks)

Salud!

Last edited by txesmi; 08/04/14 07:40.
Re: Specbump randomly glitching [Re: txesmi] #444370
08/07/14 19:54
08/07/14 19:54
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Hiporope and its pain
Any thoughts about this?

Re: Specbump randomly glitching [Re: txesmi] #444373
08/07/14 20:08
08/07/14 20:08
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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when a shader can handle limited number of lights strange things can happen. I had problems with it e.g. in case of terrains, chunks can become totally black (I use no, or very low ambient). finally I separated the Sun light which is always the last dynamic light, by the help of iLights (I had also problems with the iLights for loop discussed with Jcl, now I use it differently than in 3dgs shaders). in theory it can be done with specbump.fx. but my solution uses a very different normal/specular mapping shader approach.


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Re: Specbump randomly glitching [Re: sivan] #444380
08/08/14 01:39
08/08/14 01:39
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
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Thing is, there are only two lights. Sun/Moon light and the lighter. It came out of no where. When too many lights were on a surface, it would simply turn black or kinda spaz out between lights. Not this. It's kind of like textures are getting garbled up or something. Possibly something to do with preload mode? Or MAYBE my graphics card just sucks ass. But like I said, this has not happened before in the 3 or so months of developing.


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