T3D 1.1 Beta 3 - netGraph renders behind visible geometry due to incorrect state block initialization - REOPENED
by Guy Allard · in Torque 3D Professional · 11/17/2010 (10:34 am) · 7 replies
I'm reporting this just in case the current situation improves.
Build: 1.1 Beta 3 Pro (and probably earlier)
Platform: Windows Vista
Target: In game
Issues: The netGraphGui does not display the graph traces for the various networking variables if there is visible geometry in the same area of the screen as the gui.
Steps to Repeat:
1. Launch the FPS Example game
2. Load Burg or deathball desert
3. Pull down the console and enter toggleNetGraph();
4. look around, and watch the graph traces vanish behind visible geometry (you won't see the traces at all in the Burg level).
Suggested Fix:
We need to disable depth buffer testing during the rendering of the control.
In enginesourceguieditorguiGraphCtrl.cpp
in function GuiGraphCtrl::onRender
around line 118, after
and it's sorted.
Build: 1.1 Beta 3 Pro (and probably earlier)
Platform: Windows Vista
Target: In game
Issues: The netGraphGui does not display the graph traces for the various networking variables if there is visible geometry in the same area of the screen as the gui.
Steps to Repeat:
1. Launch the FPS Example game
2. Load Burg or deathball desert
3. Pull down the console and enter toggleNetGraph();
4. look around, and watch the graph traces vanish behind visible geometry (you won't see the traces at all in the Burg level).
Suggested Fix:
We need to disable depth buffer testing during the rendering of the control.
In enginesourceguieditorguiGraphCtrl.cpp
in function GuiGraphCtrl::onRender
around line 118, after
GFXStateBlockDesc desc;add
desc.setZReadWrite(false, false);
and it's sorted.
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#2
06/13/2011 (11:13 am)
Just noticed this was marked as resolved, but the issue is still present in 1.1 final.
#3
The actual ticket number for this was THREED-1376.
06/13/2011 (2:27 pm)
It's definitely fixed in a clean 1.1 install, and according to the date of the ticket's resolution it was actually fixed in 1.1 Preview as well. It just wasn't verified until after the Preview. Can you recheck in a clean install?The actual ticket number for this was THREED-1376.
#4
I performed a clean T3D 1.1 final install.
FPS example:
Deathball desert - netgraph renders fine using both AL and BL.
Blank Room - netgraph renders fine in AL, but graph is occluded by geometry in BL.
Create new project based on full template. Run it. netgraph renders OK in AL, but the graphs are occluded by geometry with BL in both empty room and empty terrain levels.
06/14/2011 (2:05 am)
Hmm, this is tricky.I performed a clean T3D 1.1 final install.
FPS example:
Deathball desert - netgraph renders fine using both AL and BL.
Blank Room - netgraph renders fine in AL, but graph is occluded by geometry in BL.
Create new project based on full template. Run it. netgraph renders OK in AL, but the graphs are occluded by geometry with BL in both empty room and empty terrain levels.
#5
06/14/2011 (6:06 am)
Yeah, I can see it occluded by geometry in basic Lighting.
#6
06/14/2011 (6:12 am)
Also, if I initialize the stateblock as I posted above, everything then works fine.
#7
06/14/2011 (11:25 am)
Bah, looks like something may have either changed between verification of this and the release push or a small part of it got overlooked. Ticket reopened.
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