magneto Posted March 22, 2012 Share Posted March 22, 2012 (edited) I don't know how to word this but when I have a point cloud with show points toggle on, I see some of those points white. When I rotate the view, different points are colored as white, so they look like they are moving. Is this a glitch or a feature? Edited March 22, 2012 by magneto Quote Link to comment Share on other sites More sharing options...
Darric Posted March 22, 2012 Share Posted March 22, 2012 (edited) It's definitely a bug, because it doesn't happen to everyone, but it does happen to me on my work PC! It's especially noticeable with point numbers. It's really irritating, and pretty much the main reason I've switched my viewport to H11. Edited March 22, 2012 by Darric Quote Link to comment Share on other sites More sharing options...
magneto Posted March 23, 2012 Author Share Posted March 23, 2012 Thanks for confirming it. I see some other visual changes in the new viewport compared to the old. Hope they try to make it look the same as H11's. I mean for point numbers, templated object color, etc. Quote Link to comment Share on other sites More sharing options...
malexander Posted March 25, 2012 Share Posted March 25, 2012 It's not a feature. Apparently point sprites are not offset by the polygon offset factor, so the point depth test is periodically failing as Z precision changes. The points can be generated via a geometry shader producing a quad instead, and this will fix the issue. Please report issues with the GL renderers that you consider showstopping to SESI. The H11 renderer will not be around indefinitely, and these need to be ironed out prior to that. 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted March 26, 2012 Author Share Posted March 26, 2012 Thanks Mark, I didn't know H11 renderer will be removed later on. Better to send these to SESI then. Quote Link to comment Share on other sites More sharing options...
malexander Posted March 26, 2012 Share Posted March 26, 2012 At one point, we had H11 listed as "H11 (deprecated)" in the preference menu. That spooked some people, so we removed it. It was meant to inform people that it has been effectively retired, but some took it to mean that its removal was imminent. We generally give studios time to migrate to the new system before giving the old one the axe. Quote Link to comment Share on other sites More sharing options...
magneto Posted March 26, 2012 Author Share Posted March 26, 2012 Thanks Mark. Should we also report visual inconsistencies between H11 and H12? I remember seeing different template coloring if I recall correctly. Like the new one was using very light colors. Also the style of the point numbers displayed on the viewport is also different. I am not sure if the goal is to preserve the same look but improve performance, etc, or also renovate the look and feel. Personally I am grateful for some of the changes like colored wireframe. I believe this only happens in H12 viewport. But some differences for no benefit worries me Quote Link to comment Share on other sites More sharing options...
malexander Posted March 28, 2012 Share Posted March 28, 2012 There are some look changes, especially with geometry decorations. Many of those were cut off by the surface, overwrote one another in an illegible mess, and worst of all, were displayed even for non-visible surfaces, resulting in a severe performance hit. The GL3 viewport generates the decorations on the GPU at render time, instead of having the CPU setup all of them at once (and slowly at that). Because of this, there are some distinct and unavoidable differences in their look. 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted March 28, 2012 Author Share Posted March 28, 2012 Thanks Mark, fair enough. You only do what's best. I noticed the legibility of the point/prim numbers were a little degraded in the new viewport. Is this by design or one of the unavoidable difference? Other than this everything seems to be better if I am not forgetting anything Quote Link to comment Share on other sites More sharing options...
Darric Posted March 30, 2012 Share Posted March 30, 2012 Huzzah, this is fixed in .580. Quote Link to comment Share on other sites More sharing options...
magneto Posted March 30, 2012 Author Share Posted March 30, 2012 Great news. I just installed it, but had to go back to H11 for an exercise because of incorrect point normals. Quote Link to comment Share on other sites More sharing options...
Darric Posted March 31, 2012 Share Posted March 31, 2012 (edited) Hrm, I'm actually still get some minor flickering (much more incidental) on semi-connected geometry (in my test case, a default box copied to a default 10x10 grid). It's no where near as problematic as before, but it's still pretty distracting. Edited March 31, 2012 by Darric Quote Link to comment Share on other sites More sharing options...
malexander Posted March 31, 2012 Share Posted March 31, 2012 The point itself has to be visible in order for the point number tag to be drawn. It does a small area search around the point (like a + pattern) to see if the point is occluded. This is pretty much the only way that the entire number can be drawn without being partially occluded by the geometry, and yet still be hidden when behind the geometry. Otherwise, you get the H11 problem of the text disappearing into the interior of the geometry, cutting it off. Also, you need a GL4 card in order to get this fix (or one with GL_ARB_shader_bit_encoding supported, which I believe are only GL4-capable cards). I'm still puzzling a way that GL3 cards might work with this. Quote Link to comment Share on other sites More sharing options...
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