Trees not writing anything to the depth buffer?

Discussion in 'Support' started by leetjeepsklz, Jun 21, 2008.

  1. leetjeepsklz

    leetjeepsklz Member

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    While playing earlier I noticed that trees were not being rendered correctly; my guess, as stated in the title is that the trees are not writing any depth values, which is why some of the trees are rendered in front of others when they shoulden't be.

    Anyway, here am some shots:
    [​IMG]
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    Thanks :)
     
  2. -Mayama-

    -Mayama- MANLY MAN BITCH

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    As far as i know its only on cyclopean
     
  3. DrummerX

    DrummerX Empires Tyrant

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    it's also on streets of fire, it's real annoying on that map becuase sometime you can see the enemy coming but can't tell how away they are
     
  4. Jcw87

    Jcw87 Member

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    This one is the engine's fault, and should be fixed in the OB move.
     
  5. Caelo

    Caelo Member

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    it had to do with the alpha channels right?
     
  6. leetjeepsklz

    leetjeepsklz Member

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    This problem is probably to do with trees not writing to the depth buffer, alpha is not involved.
     
  7. arklansman

    arklansman Member

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    The alpha channels cause the depth buffer issue, and the depth buffer is in the engine (i.e. not available to modders) so we have to find a workaround. This is a known issue anyway.
     
  8. The Buttery Lobster

    The Buttery Lobster Drama Queen.

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    Actually, those are ghost trees. A big part of the Empires universe is the

    /Lobster makes spooky noises

    HAAAAUUNTED FORESSSSSTS
     
  9. arklansman

    arklansman Member

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    [​IMG]

    Is dat sum fixed tree?
     
  10. DrummerX

    DrummerX Empires Tyrant

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    i think the depth only involves the tree cluster entities, and not the single ones.

    if someone else wants to confirm this, please do
     
  11. dizzyone

    dizzyone I've been drinking, heavily

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    workaround is to add $alphatest 1 to the VMT.

    This should be posted on mantis or whatever as a reminder.
     

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