- Status Closed
- Percent Complete
- Task Type Bug Report
- Category 3D Art → Graphical Glitch
-
Assigned To
Talad - Operating System
- Severity Medium
- Priority
- Reported Version
- Due in Version Undecided
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Due Date
Undecided
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Votes
1
- Adrián Chaves Fernández (21.02.2009)
- Private
Attached to Project: PlaneShift
Opened by Peter Schaefer - 04.07.2008
Last edited by aurelynt - 14.08.2009
Opened by Peter Schaefer - 04.07.2008
Last edited by aurelynt - 14.08.2009
FS#1862 - Remote area in bdoorsin not painted/redrawn at all
I have this problem in 4.00 as well - remote areas (this means located in other maps, I have similar problem entering the sewers of hydlaa, especially the entry near the pub) are not drawn at all, the sky-blue wall hiding unpainted areas is missing.
http://img394.imageshack.us/img394/1510/shot01br9.jpg
For example if you look behind the tower you see yellow text being displayed where the area was not repainted. It is displayed multiple times because I looked a bit up and down.
My detail settings are adaptive camera, 200 distance(max)
| ID | Project | Summary | Priority | Severity | Assigned To | Progress | |
|---|---|---|---|---|---|---|---|
| 3017 | PlaneShift | High | Talad |
200 distance is not max turn off adaptive distance
This sounds a bit like some long standing portal issues, and also the issue from
FS#1796… is it through portals you see this? The hole to the sewers behind the tavern is a portal. And which tower are you talking of?The watchtower in the screenshot linked in the thread start, Vornne. But you need Gamma 2.x to see anything in that one.
Well it is related to
FS#1796because it can happen in that situation too - but not the same ..And yes I also think it is through portals that part of the screen is not painted.
Verified, with adaptive distance off, distance at 1000. To reproduce, “/teleport me map bdoorsin 0 0 -1300” and turn to look at the eagle’s head; open the options window covering it, then close, a small area above the fortress won’t be redrawn.
The problem at the sewer entrance behind the tavern is different, related to horizontal portals.
Another example:
This is the hall-of-mirror effect happening through portals. I also had this (especially at bronzedoors, but also at npcroom portal) but it seems to have gotten better with latest CS.
I couldn’t reproduce this anymore with latest cs, ps trunk, and tester art.
Neither do I.