View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001743 | FSSCP | graphics | public | 2008-08-08 18:17 | 2008-09-05 07:38 |
Reporter | Ransom Arceihn | Assigned To | WMCoolmon | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Summary | 0001743: Targets don't shudder with the rest of the HUD | ||||
Description | When you hit the afterburner, the indicator for whatever you've got targeted just sits there while the rest of the HUD shakes around. This only seems to happen with WMC's recent builds (as of 6 August). The trunk release from 31 July doesn't have this issue. | ||||
Tags | No tags attached. | ||||
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confirmed in trunk build on 8/10 |
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I've only committed one thing to trunk recently (A whole one line of code that couldn't cause this), so if this is happening in trunk now then something else is going on. |
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I spent a couple hours looking at this today. Basically, it looks as if this got screwed up with the TrackIR stuff. There isn't enough information to debug this properly, and I don't have a TrackIR device so I can't test my changes. Right now it looks as though certain gauges are using the HUD_nose variable, and other gauges are using the HUD_offset variable, and some gauges are using both. This causes some gauges to shake a lot more than others. I can go through and spend a couple more hours to fix this for nearly everybody, but it would almost certainly break it for the 5-10 people who use TrackIR. |
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I can't assign this to Swifty, but this is really his bug. |
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The naive solution is to simply add fl2i(HUD_offset_x/y) (afterburner shake offsets) to all the bitmap HUD render coordinates. The problem is that the target off screen indicator brackets don't "wiggle" now, but instead "shake" if you get my meaning. I'll take a closer look at WMC's committed camera code to see if there is a fix there. |
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It happens such that the new camera code forgets to update the eye matrix after the afterburner view shakes are computed. I've went ahead and added a line which updates the matrix properly. So, no having to add HUD_offset_x/y everywhere. I'd say this has been resolved. |
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Eggscellent. |
Date Modified | Username | Field | Change |
---|---|---|---|
2008-08-08 18:17 | Ransom Arceihn | New Issue | |
2008-08-10 03:18 | WMCoolmon | Status | new => assigned |
2008-08-10 03:18 | WMCoolmon | Assigned To | => WMCoolmon |
2008-08-11 23:24 | phreak | Note Added: 0009555 | |
2008-08-12 01:39 | WMCoolmon | Note Added: 0009556 | |
2008-08-21 22:20 | WMCoolmon | Note Added: 0009583 | |
2008-08-21 22:21 | WMCoolmon | Note Added: 0009584 | |
2008-08-21 22:21 | WMCoolmon | Status | assigned => confirmed |
2008-09-01 08:42 | Swifty | Note Added: 0009634 | |
2008-09-01 08:42 | Swifty | Note Edited: 0009634 | |
2008-09-05 07:37 | Swifty | Note Added: 0009652 | |
2008-09-05 07:38 | WMCoolmon | Status | confirmed => resolved |
2008-09-05 07:38 | WMCoolmon | Resolution | open => fixed |
2008-09-05 07:38 | WMCoolmon | Note Added: 0009653 |