Guest shane.ploenges Posted March 27, 2013 Share Posted March 27, 2013 Using latest build, (March 27) and also tested on older builds. Using Double Precision 64 bit version editor To replicate - create a new project/world with a plane, move the plane to 100000, 100000, 0 or any higher distance - the behaviour gets worse the larger the distance. Create a Projector light with settings such that it can be seen on the Plane Rotate the light and observe that the light switches on and off and has a flickering behavior. Currently we are attempting to add headlights to a train Simulator and this is causing surfaces to flicker on and off and generally behave strangely when getting further away from the origin, making the project undeliverable to the customer currently. This also seems to tie in with Craigs previous bug about a pause and huge frame rate drop when a light is activated/deactivated in a world that contains lots of Terrains : I have observed that placing a light at 0,0,0 does not have this pausing affect when activated/deactivated. However if i move the light by only 20 meters or so this behaviour returns on enable/disable. Link to comment
frustum Posted March 27, 2013 Share Posted March 27, 2013 Can't replicate. Can you provide examples? Link to comment
Guest shane.ploenges Posted March 27, 2013 Share Posted March 27, 2013 LightBug.zip Please find attached project. Settings were: Directx 11 Quality:High Stereo Disabled Monitors: Single AA 8x AF 16 Windowed 1920, 1080 Editor Enabled To replicate; Focus on the plane object Rotate the Projector light up to 20 degrees in the x axis Notice the light turns off Keep rotating the light upwards 1 degree at a time and notice it continues to switch on and off at different angles. Link to comment
frustum Posted March 27, 2013 Share Posted March 27, 2013 The problem has been solved. Link to comment
Guest shane.ploenges Posted March 27, 2013 Share Posted March 27, 2013 Excellent news, Thanks frustrum for the prompt help on this one. - i am hoping it also solves the other bug with light enable/disable pausing. When can we expect a patch? Link to comment
frustum Posted March 27, 2013 Share Posted March 27, 2013 Change a sign of camera variable in the following function: source/engine/worldsource/engine/world/WorldBounds.cpp:249 void WorldBoundFrustum::set(const mat4 &projection,const Mat4 &modelview): from/to: mat4 mvp = projection * mat4(modelview * translate(-camera)); mat4 mvp = projection * mat4(modelview * translate(camera)); and from/to: Mat4 itransform = translate(camera); Mat4 itransform = translate(-camera); Link to comment
Guest shane.ploenges Posted March 27, 2013 Share Posted March 27, 2013 We dont have source so we will need to wait for a patched Unigine. Thanks Link to comment
craig.biggs_ Posted March 27, 2013 Share Posted March 27, 2013 This is a critical bug fix for us, so it could be great if you could patch Unigine ASAP. We can't afford to wait for a new SDK. If you can let us know an eta for the patch that would be great. Link to comment
binstream Posted March 28, 2013 Share Posted March 28, 2013 1) I would recommend to upgrade to the full source SDK so you'll be able to use hotfixes immediately, when needed. 2) Can't tell you the exact ETA - since there are a lot of new features in 2013-03-26 version, we planned to gather info on missed bugs until the next week and release hotfix build before April, 5. Link to comment
craig.biggs_ Posted April 4, 2013 Share Posted April 4, 2013 Any further updates as to when this hot fix build will be available binstream? Link to comment
binstream Posted April 5, 2013 Share Posted April 5, 2013 The hotfix is already available for full source licensees, we'll try to roll out new builds on April 8-9 Link to comment
binstream Posted April 6, 2013 Share Posted April 6, 2013 SDK was re-built, updated packages are in the "Downloads" section. Link to comment
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