dred Posted February 13, 2018 Share Posted February 13, 2018 We are trying to use ObjectBillboards to create a bunch of billboards around our scene. the issue appears to be that the billboards are only visible when the ObjectBillboards object is visible to the camera. Is there a way to make it so the billboards are culled on there own? or make it so that they are always visible? Thanks. Link to comment
dred Posted February 13, 2018 Author Share Posted February 13, 2018 in this test scene I have an ObjectBillboards and then one child billboard 10 units to the right of it. If i have the ObjectBillboards visible in the view you can see the child billboard, and as soon as the ObjectBillboards is out of the view the billboard goes away. this is repeatable with more children. Link to comment
vvvaseckiy Posted February 14, 2018 Share Posted February 14, 2018 Hello dred, Thank you for your feedback, we have added this issue to our internal bugtracker and will fix it in our future releases. Despite that billboard are culled incorrectly during editing, after saving and reloading world, all of billboards shoud be rendered correctly. Sorry for the inconvenience caused Link to comment
dred Posted February 14, 2018 Author Share Posted February 14, 2018 We actually add them via the C++ api each time the game is ran and the behavior is the same as when you add them in the editor. so unfortunately saving and reloading the world doesn't work in our case. Thanks for the reply. Link to comment
morbid Posted February 15, 2018 Share Posted February 15, 2018 Hi dred! I'm sorry you've faced such problem. How critical is it for current stage of development? 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
dred Posted February 15, 2018 Author Share Posted February 15, 2018 I just finished a workaround, so not overly critical. I move the ObjectBillboards in front of the main camera every tick and then move each of the billboards to place them back where they should be. I'm sure its not as efficient as it could be, but its working for us for now. Link to comment
morbid Posted February 28, 2018 Share Posted February 28, 2018 Hi dred, this issue is fixed, will be availabe in 2.7. On our tests billboards work fine. If you want you can send us code sample so we can double check this. And thanks for feedback! 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
Greg.Mildenhall Posted March 12, 2018 Share Posted March 12, 2018 Could this also affect terrain, and if so would it be possible to get a patch for 2.6.1? Link to comment
morbid Posted March 12, 2018 Share Posted March 12, 2018 Hello Greg, may I ask you what do you mean by affecting terrain? Is it about your last ticket? Speaking of patch we can send you required files so you can recompile binaries. Is this ok? 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
Greg.Mildenhall Posted March 12, 2018 Share Posted March 12, 2018 (edited) Yeah, it's what I mentioned on the last ticket. The bounding box responsible for culling terrain no longer seems to be updated from its initial zero-sized-at-origin value, so we don't see any terrain when the origin isn't on-screen. So I wondered if there might be a connection to the bug mentioned here. Sending the required files is fine, we already patch and recompile the engine to deal with a few other issues. (In fact I've temporarily added update_world_position() into Node::preRender() to fix this bug, but obviously we'd rather have the right fix - the one that will end up integrated into 2.7) Edited March 12, 2018 by Greg.Mildenhall Link to comment
silent Posted March 12, 2018 Share Posted March 12, 2018 Greg, Actually we've fixed this by adding multiple update_world_position() calls in the some billboards methods, so you did it right :) There are methods that affected: void ObjectBillboards::clearBillboards() void ObjectBillboards::allocateBillboards(int num) void ObjectBillboards::allocateBillboards(int num) int ObjectBillboards::addBillboard(float width, float height) int ObjectBillboards::getNumBillboards() const const vec3 &ObjectBillboards::getBillboardPosition(int num) const float ObjectBillboards::getWidth(int num) const 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
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