objects seems disassemble a long distance

Software: Away3D 4.x

Avatar
loth, Sr. Member
Posted: 07 August 2012 09:02 PM   Total Posts: 236

hi team
in my last demo on http://3dflashlo.wordpress.com/
when you go far than view(0,0,0)
object seem disassemble (ex: the character’s eyes or car parts).
that give some z storing error.

if someone have solution or know what’s the probleme
when you go to center all mesh get the right place and z fight stop.

also have some V.syncro bug but is player i think
i use last away3d gold release

   

Avatar
loth, Sr. Member
Posted: 07 August 2012 09:09 PM   Total Posts: 236   [ # 1 ]

this is my last problem, everything works like a charm

 

   

Richard Olsson, Administrator
Posted: 08 August 2012 08:14 AM   Total Posts: 1192   [ # 2 ]

Are you using transparency or blending for the objects that “disassemble”, such that they are Z-sorted on the CPU, or are they just sorted on GPU?

It might be a GPU depth buffer precision issue. I can’t see the issue in your demo though. Maybe you could take a screenshot of what you mean?

 

   

Avatar
loth, Sr. Member
Posted: 08 August 2012 08:55 AM   Total Posts: 236   [ # 3 ]

is become very visible in car demo jump over the track
after long fall you see mesh moving

yes i use .png transparency for glass with material.alphaBlending = true;
but i have same probleme with other mesh in car see wheels

 

   

Richard Olsson, Administrator
Posted: 08 August 2012 10:44 AM   Total Posts: 1192   [ # 4 ]

Yeah, that definitely looks weird. Seems like some kind of depth precision issue. I will have David look at it to see if he has any ideas.

 

   

Avatar
loth, Sr. Member
Posted: 16 August 2012 05:48 AM   Total Posts: 236   [ # 5 ]

i test new track
look this image the circle have 20000 radius unit in 3dsmax
for the demo i use x2.54 so 50000 away3d unit is the limite before object bug

 

   

Avatar
loth, Sr. Member
Posted: 16 August 2012 06:21 AM   Total Posts: 236   [ # 6 ]

this one and error disappear

 

   

Richard Olsson, Administrator
Posted: 16 August 2012 07:53 AM   Total Posts: 1192   [ # 7 ]

Like I said it’s most likely a depth precision issue. Try to keep your numbers smaller and you should be fine. Floating point numbers have better precision at smaller numbers because of the way they are represented in a CPU/GPU register. It’s nothing that can be amended in Away3D but can only be solved by increasing precision (using a better GPU) or making the application less dependent on this level of precision (by making everything smaller.

 

   

Avatar
loth, Sr. Member
Posted: 16 August 2012 08:50 AM   Total Posts: 236   [ # 8 ]

yes i can change easily full size
but is for physics if to low car is like a a remote controlled car smile

i have to test more about that

 

   

Richard Olsson, Administrator
Posted: 16 August 2012 09:02 AM   Total Posts: 1192   [ # 9 ]

Then just change the physics properties of the car to reflect the new scale. I personally don’t use physics much, but surely there is a way to just tweak the properties (such as mass, friction et c) to make the car behave essentially the same but with the smaller scale.

 

   

Avatar
loth, Sr. Member
Posted: 16 August 2012 09:13 AM   Total Posts: 236   [ # 10 ]

hum is no so easy, i have to test that
but if the object is too small the physical barriers in lollipop

 

   

Richard Olsson, Administrator
Posted: 16 August 2012 09:16 AM   Total Posts: 1192   [ # 11 ]

Well, if you can’t do that for some reason, try moving the world instead of the car, so that the car always remains in the 0,0,0 scene position.

 

   

Avatar
loth, Sr. Member
Posted: 16 August 2012 09:32 AM   Total Posts: 236   [ # 12 ]

bad solution for multy car wink
now is good with new track no problemo
i juste have to stay under 50000

 

   
   

X

Away3D Forum

Member Login

Username

Password

Remember_me



X