Jump to content

Controller Jitter & Vegetation Pop


gamecreator
 Share

Recommended Posts

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);

 

Link to comment
Share on other sites

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

Link to comment
Share on other sites

  • 2 months later...

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...