View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000776 | FSSCP | OpenGL | public | 2006-02-02 04:25 | 2006-09-25 00:45 |
| Reporter | Muriac | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | open | ||
| Summary | 0000776: Texture flickering very apparent | ||||
| Description | Surfaces which are close to each other seem to swap depths very quickly, creating a flickering effect. This is particularly apparent with glow maps and engine flares, as the contrast between these and other textures tends to be very high. The effect is noticeable around the engines of most fighters, and particularly when viewing the Shivan Sathanas model from a distance. | ||||
| Additional Information | I am running the Mac OS X build on a geForce FXgo 5200 with 64MB VRAM. I am using the mediavp files, and have enabled glow and specular maps. | ||||
| Tags | No tags attached. | ||||
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Is this still an issue with the 20060206 build? |
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It's still there. Basically what happens is when two polygons are close to one another in distance, they will trade places based on some function of my position. That is, if nothing is moving, there is no flicker. If I am moving my view around slowly, the flicker is smooth and appears to move in waves across the conflicting polygons. In any normal situation, however, when everyone is moving quickly, the effect is a flicker. |
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I also meant to mention that the effect is not apparent at short range, and becomes more and more apparent as range increases. Perhaps this has to do with LOD models. |
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A little addition: Nameplates are flickering, too... sometimes... |
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IIRC, this is a fairly typical zbuffering issue. You can change the clipping distance to something larger and it normally goes away entirely, but that causes problems when drawing cockpits. |
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Ok, that's what I thought. I didn't want to say "zbuffer" before because I wasn't sure I knew what it meant. What is a safe range for -clipdist? |
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Start with just 1 and see what that does. The telltale problem sign will be if ships are getting clipped off when you ram them, in which case the clipping distance is too high and you can bump it back down. I don't remember a "good" value offhand, unfortunately. |
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Hmm. I started with 1, but it clips ships when I ram them. Worse, the zbuffer problem is still there. Presumably raising or lowering the clipping distance would either worsen one problem or the other. |
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Are you (anyone) using bilinear or trilinear filtering? Does it make a difference one way or the other? |
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Sorry, how do I do this? I can't find any command line parameters or in-game options that affect texture filtering. |
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Ah, sorry, I meant to include that in the previous post. Edit ~/Library/FS2_Open/fs2_open.ini and add "TextureFilter=1" (w/o the quotes) to the "[Default]" section. A setting of 0 uses bilinear filtering (the default) and a setting of 1 uses trilinear. |
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Ok, trilinear filtering has either little or no effect. However, it turns out that the standard clipping distance is 1, and so even without the -clipdist command I get ships clipped when I run into them. I tried a value of 4, and it makes the zbuffer problem disappear for the most part. Only polygons that are very close together and very far away from the camera exhibit the flickering. It's still noticeable, but only if you're looking for it. |
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After some actual playing, I realized that a clipping distance of more than 1 makes missiles and lasers look awful as I fire them. Is there any way to get this working better without changing near clipping? |
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I was just looking at the Demon in the techroom and this indeed has gotten a little worse lately. Not really sure why, but it's definitely more visible than I'm used to. |
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How deep is the zbuffer right now? Could it be given some more bits? |
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Hi, just wondering if there was any progress on this. WMCoolmon mentioned some stuff about it in this thread: http://www.hard-light.net/forums/index.php/topic,38831.0.html (technically it was OT). I'd really like to see the dynamic zbuffering in action. Now that the fighter wing bug has been fixed, zbuffer flicker is my only real problem with the game. edited on: 03-26-06 22:00 |
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* BUMP * This needs to be checked again with a current build. I haven't seen this in a while, not since newer code has gone in. |
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Closing due to no comment and an inability to reproduce with good data files. Reopen if needed later on. Closered. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2006-02-02 04:25 | Muriac | New Issue | |
| 2006-02-08 06:54 | taylor | Note Added: 0004687 | |
| 2006-02-08 14:26 | Muriac | Note Added: 0004689 | |
| 2006-02-08 14:28 | Muriac | Note Added: 0004690 | |
| 2006-02-08 19:28 | Mr_Maniac | Note Added: 0004691 | |
| 2006-02-09 05:37 | StratComm | Note Added: 0004693 | |
| 2006-02-09 12:45 | Muriac | Note Added: 0004694 | |
| 2006-02-09 16:38 | StratComm | Note Added: 0004695 | |
| 2006-02-09 16:56 | Muriac | Note Added: 0004697 | |
| 2006-02-09 17:06 | taylor | Note Added: 0004698 | |
| 2006-02-09 17:17 | Muriac | Note Added: 0004699 | |
| 2006-02-09 17:35 | taylor | Note Added: 0004700 | |
| 2006-02-09 18:34 | Muriac | Note Added: 0004702 | |
| 2006-02-09 22:00 | Muriac | Note Added: 0004703 | |
| 2006-02-10 02:41 | StratComm | Note Added: 0004706 | |
| 2006-02-25 19:33 | Muriac | Note Added: 0004939 | |
| 2006-03-27 02:59 | Muriac | Note Added: 0005255 | |
| 2006-03-27 03:00 | Muriac | Note Edited: 0005255 | |
| 2006-09-09 06:53 | taylor | Note Added: 0006569 | |
| 2006-09-25 00:45 | taylor | Status | new => closed |
| 2006-09-25 00:45 | taylor | Note Added: 0006712 |