Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: IPAndrews on April 14, 2005, 03:46:19 am
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Anyone got a fixed build? Babylon 5 is 8km long and has 150 odd glowpoints, so the drift is kind of an issue :D
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was there a problem? I didn't see it in mantis.
Try the newest builds.
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similar effect can be seen with background nebulae shifting relative to starfield when turning around.
The glowpoint bug was :
Glowpoint is at its correct position when in the center of the screen, but if you move around the glowpoint seems to leave its fixed position on the hull. If you center it , i is again in the right place.
Seems to be a matter of perspective ?
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Sounds similar to the Skybox problem which was fixed ages ago. It rendered the skybox centred on your target instead of your ship, so it sort of wobbled around a lot and ended up 'falling off' ;)
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if it's not in mantis, we're not fixing it, reference a bug id so we can bug the appropriate person about the bug :)
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ive seen this too on ssj dante's mass driver cannon projectile. it does seem to be a perspective issue.
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it is. occurs even if your ship is at speed ZERO
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Sounds like a g3_rotate_vertex() or g3_project_vertex() problem.
They have issues if you change the perspective as well.
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the displacement effect also grows more profound with the size of the glowpoint.
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Originally posted by Nuke
the displacement effect also grows more profound with the size of the glowpoint.
Might be true, can't say for sure. B5 does have big glowpoints though and the effect is rather pronounced.
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does anyone notice a similar problem with thrusters, because they should be useing the exact same code...
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the glowpoint on the mass driver projectile should be 500 meters wide and it really goes way off center at times.