tolchinski.alexei Posted December 17, 2019 Share Posted December 17, 2019 Hello. I find bug in Unigine's rendering. We are making a VR programm and we turned off all shadows for best FPS. If player watch mesh with built-in animation, animation work, otherwise it don't work. If we turn on shadows on ligth source, animation will work always. Animation of this mesh is very important for some parts of programm (sounds). Can I render this animition without using shadows? We use Unigine 2.7.2. Desktop 2019.12.17 - 15.59.35.01.mp4 Link to comment
werner.poetzelberger Posted December 17, 2019 Share Posted December 17, 2019 (edited) Nice Materials! Uhm. What does the video tell me? Edited December 17, 2019 by werner.poetzelberger Link to comment
tolchinski.alexei Posted December 17, 2019 Author Share Posted December 17, 2019 When shadows turn off (in first part of video) - animation will stop, if we don't watch mesh (field "time"). But if shadows turn on - animation will always play. Link to comment
werner.poetzelberger Posted December 17, 2019 Share Posted December 17, 2019 Ahh. Could that be something like an optimization, about meshes not beeing in the frustum? Link to comment
demostenes Posted December 17, 2019 Share Posted December 17, 2019 (edited) 19 minutes ago, tolchinski.alexei said: When shadows turn off (in first part of video) - animation will stop, if we don't watch mesh (field "time"). But if shadows turn on - animation will always play. Actually it makes sense. Why animate, when not visible? Also mesh is removed from rendering. But when you see its shadow, you must animate/have mesh there even if mesh is behind you, so shadow is rendered properly. I think this is global behaviour (frustum culling). Edited December 17, 2019 by demostenes 1 Link to comment
javier.serrano Posted December 17, 2019 Share Posted December 17, 2019 (edited) Hi, if you want to force update when out of view try Unigine::World::addUpdateNode. Should be called every frame. That should do the trick Edited December 17, 2019 by javier.serrano 4 Link to comment
tolchinski.alexei Posted December 17, 2019 Author Share Posted December 17, 2019 I had an idea about that works this way for optimization, but was not sure. Sound of engine (not Unigine) are connected to this animation. Thanks, i will try to use Unigine::World::addUpdateNode() Thanks, javier.serrano. It works) 1 Link to comment
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