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Posted

Two curiosities:

1.  For some reason the vegetation in the distance pops in for me instead of dithering in.  This only happens in my C++ program.  It's happening in the editor now too.  Any idea why this would be?

2.  I get controller jitter when walking around, as shown in the video below.  This is much less noticeable in fullscreen mode.  I wonder if it's related to this:

Code looks like this (speed doesn't change; it's always 1.0 right now):

float move = (input.up-input.down)*3;
float strafe = (input.right-input.left)*3;
float jump = input.jump*12;

controller->SetInput(input.camerarotation.y, move*(speed+(input.run*0.7)), strafe*speed, jump);

 

Posted

Josh, can you please move this into the bug forum?

I did further testing and it seems that there's something weird with the map itself for issue #1.  I've attached the map and below is the simple code I used to traverse it.

#include "Leadwerks.h"

using namespace Leadwerks;

int main(int argc, const char *argv[])
{
	Window* window = Leadwerks::Window::Create();
	Context* context = Context::Create(window);
	World* world = World::Create();
	Camera* camera = Camera::Create();
	camera->Move(0, 19, 0);

	Map::Load("Maps/map2.map");

	while(true)
	{
		if(window->Closed() || window->KeyDown(Key::Escape)) break;

		if(window->KeyDown(Key::Right)) camera->Move(0.1*Time::GetSpeed(), 0, 0, true);
		if(window->KeyDown(Key::Left)) camera->Move(-0.1*Time::GetSpeed(), 0, 0, true);
		if(window->KeyDown(Key::Up)) camera->Move(0, 0, 0.1*Time::GetSpeed(), true);
		if(window->KeyDown(Key::Down)) camera->Move(0, 0, -0.1*Time::GetSpeed(), true);

		Time::Update();
		world->Update();
		world->Render();
		context->Sync();
	}
}

I tried creating a new map with a heightmap, vegetation, water, skybox, etc but I couldn't recreate the problem there.

map2.map

  • 2 months later...
Posted

I was working with vegetation just now and I'm not sure if this is related to the above but I accidentally recreated it with the following:

1.  Create a terrain and add a grass texture just as diffuse (not sure if second part is required)
2.  Add default tree as cluster
3.  Set view range to about 32 - this seems more prominent with a lower amount

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