View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000862 | FSSCP | cutscenes | public | 2006-03-14 08:20 | 2006-04-22 15:33 |
| Reporter | IPAndrews | Assigned To | phreak | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000862: fade-in/fade-out behave strangely when using external camera | ||||
| Description | I'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 Information | I 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. | ||||
| Tags | No tags attached. | ||||
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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? |
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2006-04-02 07:57
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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. |
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Works fine for me. Have you tried it with a newer build, one that had my other fade fixes? |
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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. |
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Yeah, I actually have never had any problems with them, although I seem to be in the minority there. |
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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. |
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and fading still doesn't work with exteneral cameras with my fix thats still on my local machine. I'll take a look tonight |
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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. |
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confirmed fixed |
| 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 |