View Issue Details

IDProjectCategoryView StatusLast Update
0000862FSSCPcutscenespublic2006-04-22 15:33
ReporterIPAndrews Assigned Tophreak  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000862: fade-in/fade-out behave strangely when using external camera
DescriptionI'm using the cutscene SEXPS (set-camera-position etc...) to create in-mission cutscenes and whilst I am doing so I am unable to get fade-in and fade-out to work correctly.
Additional InformationI have tried both seconds and milliseconds as a parameter. The only thing I've had any success with is fade-out to white. Even that, did not fade gradually. After the delay period the screen all of a sudden went... whiteish.
TagsNo tags attached.

Activities

taylor

2006-03-22 21:16

administrator   ~0005218

Is this still an issue? I seem to remember something vaguely related as a topic in the forums so I wasn't sure if this was resolved or not. If not can you post (or PM me) a test mission to play with?

2006-04-02 07:57

 

fadetest.fs2 (5,574 bytes)

Ransom Arceihn

2006-04-02 07:57

reporter   ~0005271

The fade SEXPs seem to work fine for me while the HUD is visible, but when it's not they don't work right. I've uploaded a mission that demonstrates this.

taylor

2006-04-07 12:10

administrator   ~0005291

Works fine for me. Have you tried it with a newer build, one that had my other fade fixes?

Ransom Arceihn

2006-04-07 12:22

reporter   ~0005292

I've tried it with the 27th of March build. Is that recent enough? The 4/4 build doesn't work for me.

From what I've seen the fade sexps work fine for some people and not for others.

CP5670

2006-04-07 15:31

reporter   ~0005293

Yeah, I actually have never had any problems with them, although I seem to be in the minority there.

phreak

2006-04-08 18:34

developer   ~0005296

The difference may be driver related. Fading doesn't work for me with the hud off using a Radeon 9000 with 5.10 drivers.

I took a look, and it seems that the zbuffer still is in play when the hud isn't being drawn. I guess a side-effect of the hud drawing functions is that the zbuffer is disabled at the very end, which then carries over to the fade out function, which is executed next. The fadeout is drawn using the old 2d functions, which calls gr_zbuffer_set(). gr_zbuffer_set() doesn't modify the hardware zbuffer at all, so a call to <grmode>_set_state() would fix this.

phreak

2006-04-13 16:41

developer   ~0005320

and fading still doesn't work with exteneral cameras with my fix thats still on my local machine. I'll take a look tonight

phreak

2006-04-14 23:24

developer   ~0005340

argh, this one is killing my head. My fix wasn't working all of a sudden and no matter what I tried it wasn't working, so onto plan B.

I noticed the sun flashes use a similar drawing technique using gr_flash() and it works without the hud, but the alpha blending being used is additive and theres no way to specify an alpha value. So i copied that and created new function gr_flash_alpha() which uses normal blending and has an alpha parameter passed to it. I even created a d3d function for it as well, so its not OGL only.

Fix is in CVS, i'll leave this open until a new build is released and we get this tested.

phreak

2006-04-22 15:33

developer   ~0005376

confirmed fixed

Issue History

Date Modified Username Field Change
2006-03-14 08:20 IPAndrews New Issue
2006-03-22 21:16 taylor Note Added: 0005218
2006-04-02 07:57 Ransom Arceihn File Added: fadetest.fs2
2006-04-02 07:57 Ransom Arceihn Note Added: 0005271
2006-04-07 12:10 taylor Note Added: 0005291
2006-04-07 12:22 Ransom Arceihn Note Added: 0005292
2006-04-07 15:31 CP5670 Note Added: 0005293
2006-04-08 18:34 phreak Note Added: 0005296
2006-04-13 16:41 phreak Note Added: 0005320
2006-04-13 16:41 phreak Status new => assigned
2006-04-13 16:41 phreak Assigned To => phreak
2006-04-14 23:24 phreak Note Added: 0005340
2006-04-22 15:33 phreak Status assigned => resolved
2006-04-22 15:33 phreak Resolution open => fixed
2006-04-22 15:33 phreak Note Added: 0005376