javier.serrano Posted January 8, 2020 Posted January 8, 2020 Hi. We have made a 3000x3000km terrain and now we are placing some buoys by geo coordinates. When we included the script in samples/worlds/expression_01.h to the buoys, the ones that are far from world origin do not get the water height properly. This can be easily reproduced in expression_01 by moving WorldExpression node to (200000.0, 200000.0, 0.0) point. We also tried Object::getIntersection() and World::getIntersection() with similar behaviour. We are using 2.9.0.2 SDK version. Any tips for getting the water height? Thanks, Javier
silent Posted January 9, 2020 Posted January 9, 2020 Hi Javier, I've successfully reproduced this behavior. It looks like CPU and GPU implementation are not synchronized entirely. Right now we don't have any workaround for this behavior, sorry. We will send you a patch as soon as it will be ready (hope it would not take a lot of time). How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
javier.serrano Posted January 9, 2020 Author Posted January 9, 2020 Hi Silent, we will wait for the patch. Right now we will set low beauforts to minimize visual impact. Thanks
silent Posted January 9, 2020 Posted January 9, 2020 We suggest to modify the code in <SDK>/source/engine/objects/ObjectWaterGlobal.cpp:476. Before: const Vec2 position_xy = Vec2(geo_pos.x, geo_pos.y); After: Vec2 position_xy = Vec2(geo_pos.x, geo_pos.y); position_xy.x = mod(position_xy.x, octaves_periodic_position.x); position_xy.y = mod(position_xy.y, octaves_periodic_position.y); Could you please try this approach? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Recommended Posts