javier.serrano Posted February 8, 2017 Share Posted February 8, 2017 Hi, We are working in a world with 2 ships that are very far away from each other. The ships have a water trail attached like in Oil Platform sample and also each ship has a dummy camera which follows it. In first place, when we switch between cameras there is a strange behaviour as it can be seen in these images: This trail comes from the position where the ship 1 was before switching to ship 2 camera, to the position where the ship 1 is when returning to ship 1 camera. This behaviour does not happen when ships are close to each other. Any tip of why is this happening and how can we solve it? In second place, water trail particles stop spawning when game camera is far away from the particle system source. Is there any way to force particles spawn always? (we can deal with performance decay). Thanks! Link to comment
silent Posted February 9, 2017 Share Posted February 9, 2017 Javier, Could you please provide a small test scene with only two meshes and attached decals and corresponding logic so we can reproduce it on our side as well?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
ivan.cuevas Posted February 13, 2017 Share Posted February 13, 2017 Hi silent, The problem with the foam is easy to reproduce. Just start the oil platofrm demo and use the helicopter to move it (and the camera by extent) far from some of the ships. When you came back to the ship, you can see the trail discontinuity because it's not being generated when it was out of the camera. Thanks. Link to comment
silent Posted February 13, 2017 Share Posted February 13, 2017 Thanks for the update. Will definitively retest this case. Sorry for the inconvenience caused. 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
silent Posted February 14, 2017 Share Posted February 14, 2017 Hi Ivan, I'm afraid the only way is to force update ship nodes with all children while they are not in a frustum via engine.world.addUpdateNode(node). You can check modified ship.h file in attachment. Thanks! ship.h 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
javier.serrano Posted February 15, 2017 Author Share Posted February 15, 2017 Thanks, this solution solved both problems. Link to comment
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