Ghostly Doppelganger weirdness

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Ghostly Doppelganger weirdness // New Users

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Post by weaveribm // Mar 2, 2007, 2:27pm

weaveribm
Total Posts: 592
Please is it me again :) or can anyone see a known problem here?

Just a simple setup but objects have ghostly wireframe images plus another image, impossible to line things up

The transparent thin dowel looks like the real one but the renderer says the wireframe object is the real one...

Model window before hitting Render
http://i117.photobucket.com/albums/o63/Mington/before_render.jpg

Model window after hitting Render
http://i117.photobucket.com/albums/o63/Mington/after_render.jpg

Peter

Post by TheWickedWitchOfTheWeb // Mar 2, 2007, 2:35pm

TheWickedWitchOfTheWeb
Total Posts: 858
pic
You're probably zoomed in too close. If you zoom in too close it starts to split up like you see. Zoom out a tad and they should line up again.


Irritating I know, but it's a symptom of the original tS that is being phased out.


If that's not the reason then I'm stumped!

Post by weaveribm // Mar 2, 2007, 2:47pm

weaveribm
Total Posts: 592
Thanks witch, although I have to zoom in to- ah you mean zooming in rather than moving in? Move closer rather than zoom in closer? Cheers will try that, seem to remember problems with zoom in cameras too :)

Thought it was a scale thing working in centimetres but metres set makes no difference

a symptom of the original tS that is being phased out.

Do you mean that this will be fixed? My version is 7.11. Although if moving does the trick it can stay unfixed of course. Anything that works :)

TIA

Peter

Post by weaveribm // Mar 2, 2007, 4:18pm

weaveribm
Total Posts: 592
Hmm no luck with that and checking I don't have this trouble in 6.6 doing exactly the same operation and the same D3D version and graphics card drivers. Which rules out a few things

Peter

Post by TomG // Mar 2, 2007, 6:05pm

TomG
Total Posts: 3397
This is an issue with the old real-time renderer - that is, the one in tS6.6 and in the Modeler side of tS7. When you zoom in close, the wireframe and solid detach. Been around since tS5 maybe even before.


The solution - to rewrite the realtime renderer ;) And that's one of the reasons behind the "Player" view in tS7, which does not have this problem.


No solution is possible in the Modeler side, since the solution would take a re-write of the real-time engine, ie a whole new realtime view, which is the Player. That's why the problem hung around for so many tS versions.


There may be camera, screen size and other differences between tS6.6 tests and tS7 tests that you are doing, but the same problem is definitely present in tS6.6 - a search of the forums (and I mean the archived forums) will uncover reports of this going back some years.


HTH!

Tom

Post by weaveribm // Mar 3, 2007, 12:52am

weaveribm
Total Posts: 592
The solution - to rewrite the realtime renderer ;) And that's one of the reasons behind the "Player" view in tS7, which does not have this problem

Thanks Tom, sounding a bit scary.

Can you please tell me what it is I should be doing then in order to work in the appropriate mode? I'm in some combination of render/mode that one wouldn't normally be in then to work without seeing this - if I understand you correctly

I say this because as I mention above, in 6.6 doing exactly the same thing (two simple objects, lining up before Uniting) I can just do the job without fuss

Or of course I would have asked for help for this in 6.6 :)

No solution is possible in the Modeler side

I'm a bit lost sorry mate - can you see from what I reported earlier that I do not have this problem under 6.6? It's ever such a simple thing I'm doing. Almost nothing could be simpler- do you see why I'm perplexed? I've stumbled into a problem that people report to have always been there but I am only seeing it in 7.11. And there must be a workaround "You're not in the correct mode for that function" anyway as it's impossible to work that way

Can you tell me how to return 7.11 to 6.6-style (as it were) in order to not-see this endgame problem please? Anything that works thanks :)

So much to take in- but I thought that Player mode does not allow this simple modeling function that I am having trouble with

I do understand what I'm being told about, that there is a problem dating back etc - but no one could do any modeling in 7.11 if TS behaves like this so I know we're getting our wires crossed here somehow. I just would like to know how to get on and work, I'm thinking that maybe I'm being misunderstood and you're imagining that I've switched to some esoteric rendering mode where this 'feature' shows up. Not at all (I hope). I'm just starting a new scene and attempting to line up two objects

Thanks for continuing to help out all I'm sure it'll be ok :)

Peter

Post by stan // Mar 3, 2007, 4:42am

stan
Total Posts: 1240
pic
that issue only happens when using the scroll wheel to zoom. if you zoom using the eye zoom icon it will work properly in ts6.6 or ts7.11..:)

Gord :cool:

Post by Alien // Mar 3, 2007, 8:25am

Alien
Total Posts: 1231
pic
Try using the eye-zoom tool & then left-click-and-drag to zoom in instead of rolling your mouse wheel. I've found that often works as an effective work-around.

Post by TomG // Mar 3, 2007, 5:58pm

TomG
Total Posts: 3397
Yes, do note that while you are doing the same thing functionally, you are most likely not using the same view - you will be zoomed in differently in one than in the other.


This effect is caused purely by where you are viewing from, not by what you are doing at the time. The effect is identicaly in tS6.6 and tS7, caused by the same thing (as both tS6.6 and the Modeler in tS7 use the same real-time view).


What to do is normalize the view and start over without zooming in as much, or using a different zoom method as mentioned below. I always found this tearing to be a problem, right from the tS5 days, as sometimes when I zoomed in for my point editing, things got real messy.


You can turn off the solid and just work in wireframe btw, that will save this odd look to the screen.


HTH!

Tom

Post by weaveribm // Mar 4, 2007, 2:17am

weaveribm
Total Posts: 592
Thanks very much all for great support info. The view on scrolling mouse wheel, treat with caution got it now cheers :)

Peter

Post by jamesmc // Mar 4, 2007, 3:26pm

jamesmc
Total Posts: 2566
Yes - don't use the mouse wheel - must remember

rips mouse wheel out of its socket off as it couldn't be fixed for 6+ versions...

Post by Bobbins // Mar 5, 2007, 12:02am

Bobbins
Total Posts: 506
Yes - don't use the mouse wheel - must remember

rips mouse wheel out of its socket off as it couldn't be fixed for 6+ versions...



Actually it was more than 6+ versions - it was 9+ versions as it is a DirectX related problem caused by the maths precision required.

Post by jamesmc // Mar 5, 2007, 4:56am

jamesmc
Total Posts: 2566
Actually it was more than 6+ versions - it was 9+ versions as it is a DirectX related problem caused by the maths precision required.

They couldn't do the math then. :D

but but...what if you use openGL? :)

Post by Jello // Mar 6, 2007, 5:37pm

Jello
Total Posts: 20
pic
Sorry fellas you are all wrong. This is the sign of Laforge. :D
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