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Jitter on Plane Entity when Turning or Movement #6

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blitzcoder opened this issue Feb 25, 2023 · 6 comments
Open

Jitter on Plane Entity when Turning or Movement #6

blitzcoder opened this issue Feb 25, 2023 · 6 comments

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@blitzcoder
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There seems to be a jitter on movement and turning when use plane entity. I first noticed this on earlier demos that I've tested, but ignored it as it maybe just the demo's particular pivot and setup.

With this version that I posted and updated from SLotman, which Mark later integrated to OpenB3DMax with more fixes, it's working fine w/o the jitter.

@angros47
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angros47 commented Feb 28, 2023 via email

@blitzcoder
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I see. So are you planning to fix this to be more consistent across all versions and platforms?

or you can just this other solution by SLotman.

@blitzcoder
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In addition, texture rendering on this plane entity seems buggy on different angles:

plane

@angros47
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That issue depends on the fact that the range of vertex coordinates is too wide, likely. It depends on the driver used: on the same pc, for example, texture works smoothly by using NVIDIA drivers, and it's not rendered correctly by the Intel driver, instead.

@blitzcoder
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Limiting a feature or solution to work on specific cards or drivers seems to be a bit odd and outdated. I'm using Radeon btw.

@angros47
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It's not "limiting". It's just a different behavior of different drivers. In OpenB3D, a plane is just a very large mesh (while in Blitz3D it's a different kind of entity). Some drivers have issues rendering a mesh so large.

In origin there was no support for CreatePlane at all, so I added it as a mesh, as temporary solution. Later, when I added the isosurfaces (that can be used, among other things, to create planes as well) I never worried about replacing the planes with something more precise. I consider it an obsolete feature, left for compatibility.

So, if you need a more precise solution, the one provided by SLotman could be a good solution (just a suggestion: instead of using PositionTexture, change VertexTexCoords, so if other entities are using the same texture it won't move on them, too)

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