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Showing results for tags 'test'.
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Hello Folks, I would be interested in experiences with testing and Unigine, especially for larger projects. What kind of toolchain do you use for continuous integration and how do you unit test? Interacting with the Unigine API often needs Unigine to be initialized which makes tests tedious. Do you use some kind of mocking? Do you test your rendered output? How do you compare test results and expected outputs? I would guess pixelwise comparison can be achieved seldomly. I'm new to both testing in C++ and Unigine and would appreciate any input on this topic. Kind regards
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[SOLVED] Auxiliary buffer is doing depth test since 2.7.3 which results in Z Fighting
sebastian.vesenmayer posted a topic in Bug Reports
Hi, I just port our project from 2.7.2 to 2.7.3 and discovered that the auxiliary buffer is doing a depth test now. My material is set to disable depth test and depth mask to prevent depth testing and writing so I can write all pixel in the auxiliary buffer to do the outlining with a sobel later. It worked without problems in 2.7.2.. Is there a workarround without offsetting the geometry from the ground plane? Sample code and video is in the attachement. Thanks, Sebastian source.zip UNIGINE Engine 11.01.2019 11_34_19.mp4 -
I am following this one.