Search found 609 matches
- Tue Dec 27, 2022 1:26 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
How are you calculating the screen position of your vertices in your vertex shader? Simply "modelViewProjectionMatrix * vec4(position, 1.0)"? Or are you using multiple matrix multiplications? Here's what I'm doing: uniform mat4 modelViewMatrix; uniform mat4 modelViewProjectionMatrix; unif...
- Tue Dec 27, 2022 9:40 am
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
Hahaha thanks ChatKjell for the great explanations :wink: Perhaps you're using relatively big values in your game? The drawing distance is 500. And Things appears at a distance of 600 to avoid suddenly poping out of the fog. That's 5x the base drawing distance of ZGE. Maybe the problem comes from th...
- Sun Dec 25, 2022 12:06 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
So today I tried ChatGTP , asking it questions about GLSL shaders. Turns out it was super helpful with advices like: Avoid using uniform arrays if possible. Instead of using a uniform matrix for the light position, light color ambient, and fog color, you could use individual uniform variables for ea...
- Tue Nov 22, 2022 10:01 am
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 271902
Re: 3D Physics with ZgeBullet
With 250% help from Kjell, the problem I had was corrected. It was coming from the ITERATE_MANIFOLDS_FOR_OBJECT macro in the c++ wrapper of the Bullet3 library. And since there is still no news from Rado1, and I hope that he is fine, I forked his project on GitHub . It includes: Correction for colli...
- Wed Oct 12, 2022 5:14 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 271902
Re: 3D Physics with ZgeBullet
Since I need to advance in order to release a version of Omeganaut, I transformed the simple cylinder shape of the pillars to a compound shape, just like in the example above. Right now, they are the only models that are rotated like that. So laser with simple sphere collision shape are working nice...
- Tue Oct 11, 2022 1:52 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 271902
Re: 3D Physics with ZgeBullet
Hello everyone. I'm back to ZGE after two full month of working on something else, and I just discovered one weird thing with ZgeBullet and/or my game. I had the feeling that something was off in Omeganaut and here it is: the test zbtIsColliding is behaving strangely... When the shape of the cylinde...
- Tue Sep 13, 2022 8:34 am
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
The flickering problem appears on the terrain, but also on big blocks that constitute the walls, roof and ceiling of the Mothership stage. Those are the only few models that are generated with ZGE, and not imported. But they are also the biggest models in the game. I believe the flickering comes fro...
- Sun Sep 11, 2022 9:20 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
My bad, I forgot that ClipNear and ClipFar are also present on the Camera options.
So they are working, and I reduced the gap as much as I could.
So they are working, and I reduced the gap as much as I could.
- Sun Sep 11, 2022 3:39 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
I reduced ClipFar to 500. Then I tried 100 (base) and even 1. It doesn't change a thing, and it's not clipping anything. Increasing ClipNear isn't working either. Are those taken into account when rendering with GLBase ES2/GL3?
- Sun Sep 11, 2022 1:31 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
That is exactly what I was reading: https://www.khronos.org/opengl/wiki/Depth_Buffer_Precision The ClipFar was at 1000, and I don't remember why, since I started that project too long ago. The fog is between 300 and 500. And objects are created at 600. I'm going to reduce the ClipFar and see how it ...
- Sun Sep 11, 2022 8:46 am
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
Only the terrain is flickering. It should look like this:
It's RenderOrder is Depthsorted, like the rest.
It has his own Category number.
The only big difference is that it's a generated mesh.
It uses the same material as the other objects, like the trees.It's RenderOrder is Depthsorted, like the rest.
It has his own Category number.
The only big difference is that it's a generated mesh.
- Sat Sep 10, 2022 6:14 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Re: Fickering issues on some Android devices
App.ClearScreenMode is set to ClearScreen I don't use RenderTarget in the project I set all my Materials alpha manually to 1, because I already had surprises with that on Android. The only transparent materials are the sky and the explosions Here's the video: https://we.tl/t-ZhsObApW8M Maybe I coul...
- Sat Sep 10, 2022 5:03 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 17869
Fickering issues on some Android devices
Hello, I just tested Omeganaut on my father's phone, and it's a disaster: there are serious flickering issues between the ground and the mountains, and the same happens on most of the slopes that intersect something else. It's a Huawei Mate 20 Pro, from 2018. I don't know why it would behave like th...
- Tue Sep 06, 2022 2:07 pm
- Forum: General discussion
- Topic: [Solved] Shifting an array of vectors
- Replies: 5
- Views: 6996
Re: Shifting an array of vectors
All right! Choosing the next waypoint only once was easier to do with the camera moving on the Y axis, instead of moving each and every waypoint towards down: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application&quo...
- Mon Sep 05, 2022 7:07 pm
- Forum: General discussion
- Topic: [Solved] Shifting an array of vectors
- Replies: 5
- Views: 6996
Re: Shifting an array of vectors
This is getting somewhere. But I have to admit that the test I run in order to know when a ship has reached a waypoint and has to choose the next one is seriously horrible... I'm not inspired these days :oops: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="...