gamecreator Posted June 4, 2019 Share 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 Link to comment Share on other sites More sharing options...
gamecreator Posted June 6, 2019 Author Share 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 Link to comment Share on other sites More sharing options...
gamecreator Posted August 14, 2019 Author Share 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 Link to comment Share on other sites More sharing options...
Recommended Posts
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.