craig.biggs_ Posted May 30, 2013 Share Posted May 30, 2013 Hi, This is kind of related to the previous bug report on trees - see https://developer.unigine.com/forum/topic/1973-solvedtree-motion-is-jittery-when-far-from-the-world-origin/?hl=shane#entry10707 When using WidgetSpriteViewport, tree motion is still very jittery. When using a Player this problem is fixed but since in most cases we use WidgetSpriteViewport, this is still a real problem for us and a bit of a showstopper. If you have any problems reproducing this issue, please let me know. Link to comment
craig.biggs_ Posted May 30, 2013 Author Share Posted May 30, 2013 Naturally the same conditions for Shane's bug apply - real world coordinates and a double precision build. Link to comment
frustum Posted May 30, 2013 Share Posted May 30, 2013 You can manually call engine.render.set|getCameraOffset() functions. Link to comment
ulf.schroeter Posted May 30, 2013 Share Posted May 30, 2013 Frustum, could you please clarify the function/requirements of the camera offset parameter. Current documentation for getCameraOffset() is not really helpful, setCameraOffset does not exist in the documentation Link to comment
craig.biggs_ Posted May 30, 2013 Author Share Posted May 30, 2013 Agree with Ulf here. I don't see how this relates to the modelview/projection matrices that I'm setting for the WidgetSpriteViewport. Link to comment
craig.biggs_ Posted May 31, 2013 Author Share Posted May 31, 2013 OK so I've got it working using setCameraOffset, but I'm seeing a serious performance hit in doing so, almost like the image to be rendered is being generated twice. During the update cycle, I have code that looks something like this, which gets called every update cycle WidgetSpriteViewport viewport; (I've tried this with WidgetSprite too) ... Image i = new Image();engine.render.setCameraOffset(dvec3(317238.0, 5814408.9, 0.0));engine.render.renderImage2D(player.getProjection(), player.getIWorldTransform(), i, width, height, "", RENDER_HDR_DISABLED);viewport.setImage(m_image, 1);delete i; The call to engine.render.renderImage2D is causing a big hit, but I'm not sure how to set it up so that the performance doesn't suffer. Previously my code looked something like this viewport.setModelview(player.getIWorldTransform()) viewport.setProjection(player.getProjection()) Which performed far better (but obviously had jerky trees). Link to comment
craig.biggs_ Posted June 4, 2013 Author Share Posted June 4, 2013 Any further updates on this one? frustum? Link to comment
silent Posted June 13, 2013 Share Posted June 13, 2013 Hi Craig, Could you please provide us simple test scene? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
craig.biggs_ Posted July 15, 2013 Author Share Posted July 15, 2013 Apologies, I haven't got any test data to you sooner, but this still is a very important issue for us. Interestingly this problem doesn't seem to happen when you are a moderately long way from the origin (x=50000, y=50000), but when you are a very very long way from the origin it does happen (which is what we require as shown in the test case attached). I've attached a test world with a single tree and a cpp file creating a WidgetSpriteViewport showing the problem (the test zip excludes the binaries). I've tested my world on both the Apr 30 SDK (one that we're using) and July 12 SDK and the same problem happens. Also we've noted that the water is also shaky/jittery at large distances from the origin. Link to comment
necris Posted July 17, 2013 Share Posted July 17, 2013 Craig, Sorry, but I can't find your attached file Link to comment
craig.biggs_ Posted July 17, 2013 Author Share Posted July 17, 2013 Sorry about that, I was having some problems with the file uploader the other day. Try this. I have excluded the binaries from the project. my_project.zip Link to comment
necris Posted July 18, 2013 Share Posted July 18, 2013 Craig, Thanks, issue was passed to developers. Link to comment
frustum Posted July 28, 2013 Share Posted July 28, 2013 Will be fixed in the next SDK. WidgetSpriteViewport and WidgetSpriteNode will have their own configurable camera offset parameters. Link to comment
craig.biggs_ Posted July 28, 2013 Author Share Posted July 28, 2013 Thanks frustum. Any idea when the next SDK will be released? Link to comment
frustum Posted August 2, 2013 Share Posted August 2, 2013 Next SDK will be available in two weeks. Link to comment
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