sebastian.vesenmayer Posted July 19, 2021 Share Posted July 19, 2021 Hello, this works for the standard viewport and render to texture but not for the WidgetSpriteViewport. When disabling the clouds they cannot be made active for the next frame. Uploaded Reproducer to Unigine FTP clouds_viewport_flicker.7z Thanks Link to comment
silent Posted July 19, 2021 Share Posted July 19, 2021 Hi Sebastian, Thanks for the test scene. I've passed all the information to the dev team. Is this issue critical for you current project? We plan to fix it in the upcoming 2.15 SDK update (unless you need this done urgently). 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
sebastian.vesenmayer Posted July 19, 2021 Author Share Posted July 19, 2021 We have been able workarround this by not disabling all cloud layers beforehand. 1 Link to comment
silent Posted July 20, 2021 Share Posted July 20, 2021 Sebastian, Just got an update from the dev team. In order to get a proper clouds rendering you need to manually call Unigine::World::updateSpatial() after cloudObject->setEnabled(true). That's expected behavior and it's not related to the clouds (all the nodes will behave the same way). 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
sebastian.vesenmayer Posted July 20, 2021 Author Share Posted July 20, 2021 Ok so for WidgetSpriteViewport it is not automatically been handled. I guess our new approach is better then? Thanks Link to comment
silent Posted July 21, 2021 Share Posted July 21, 2021 You can use whatever you need - manually update spatial tree or not disable the clouds at all. 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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