gamecreator Posted June 4, 2019 Posted June 4, 2019 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); Quote
gamecreator Posted June 6, 2019 Author Posted June 6, 2019 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 Quote
gamecreator Posted August 14, 2019 Author Posted August 14, 2019 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 Quote
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