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postprocessing effect chain graphical anomaly #183364
02/12/08 06:14
02/12/08 06:14
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline OP
Senior Member
Zelek  Offline OP
Senior Member

Joined: Feb 2002
Posts: 357
Florida
I seem to be having a graphics issue related to creating a rendering chain using postprocessing stages. Even if I have no effects applied, simply having the stages setup in my code seems to be enough. The effect is very random, (maybe every 10-30 seconds) and is a quick flicker, usually in a corner of the screen.

I was able to catch a quick before-and-after snapshot (I happened to have postprocessing effects in use this time):




Here is a quick video I was recording - you can see the screen flash around the 5 second mark.

When the following lines are commented out the flicker does not seem to occur, though I can't be 100% certain (obviously this disabled the postprocessing effects):

Code:

camera.stage = postprocessor1;
postprocessor1.stage = postprocessor2;
postprocessor2.stage = postprocessor3;
postprocessor3.stage = postprocessor4;
...



I updated my graphics card drivers tonight, they were 6 months old. This did not affect the problem.

Details:
Nvidia GeForce 8600 GT
Gamestudio Commercial 7.07 / WED V6.854
DirectX Version: DirectX 9.0c (4.09.0000.0904)
Microsoft Windows XP
Pentium 4 CPU 3.20 GHz
3.00 GB of RAM

Re: postprocessing effect chain graphical anomaly [Re: Zelek] #183365
02/12/08 10:24
02/12/08 10:24
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Possibly it's unrelated to postprocessing, but just much more visible in the postprocessing shader. Do you also see the flash when you're standing still, or only when you move the camera?

Re: postprocessing effect chain graphical anomaly [Re: jcl] #183366
02/12/08 13:09
02/12/08 13:09
Joined: Jul 2006
Posts: 783
London, UK
sheefo Offline
User
sheefo  Offline
User

Joined: Jul 2006
Posts: 783
London, UK
I have noticed this too, but only in windowed mode (not in fullscreen). I might actually be a bug.

Re: postprocessing effect chain graphical anomaly [Re: sheefo] #183367
02/12/08 14:54
02/12/08 14:54
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
I have the same problem:


I am using the latest graphicscarddrivers. But anyways the problem seems to depend on the graphicscard. I am using a 8800gts.

In some cases the problem happens nearly never but when for example looking into particles it is very heavy. Independent of viewmovement:

On this screenshots you can somehow see a small copy of the view in the streches. But this could probably also be the view for the refraction, but I don´t know...

If needed, I could send you that project, though it is really bad coded (at least in terms of readability...). I doubt that these problems are caused by failures in the shaders.

Re: postprocessing effect chain graphical anomaly [Re: jcl] #183368
02/12/08 15:00
02/12/08 15:00
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline OP
Senior Member
Zelek  Offline OP
Senior Member

Joined: Feb 2002
Posts: 357
Florida
The flash almost always occurs while moving, but it seems tied to very specific camera positions. In the screenshots above, I found a certain position that I could move the camera into that would cause the glitch even when I wasn't moving.

It is possible that the effects are simply making the glitch more visible. I am using edge detection+monochrome+negative . I have had the problem both in windowed and full screen mode.

I was able to catch another picture of the problem. In this screenshot, I am simply using edge detection. You'll notice in the top left corner of the screen, a portion of the sky hasn't had the filter applied to it yet.


Re: postprocessing effect chain graphical anomaly [Re: Zelek] #183369
02/13/08 10:06
02/13/08 10:06
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Ok, can you please do the following: Move the camera to a position where the glitch is on the screen. Then save the game with [F2], and also write down the camera position and angles from the [F11] panel. Send the project together with the .sav file and the glitch position to the support. We'll look into this.

Re: postprocessing effect chain graphical anomaly [Re: jcl] #183370
02/15/08 04:33
02/15/08 04:33
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline OP
Senior Member
Zelek  Offline OP
Senior Member

Joined: Feb 2002
Posts: 357
Florida
I can't seem to get a reproducible location, it appears to be more random than I thought. Some days its hardly noticeable, and other days it's really bad. I can't figure out the connection.

Re: postprocessing effect chain graphical anomaly [Re: Zelek] #183371
02/15/08 09:37
02/15/08 09:37
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
We've received a project from another user who had a similar problem. We could not reproduce it so far, it seems to be related to a certain graphics driver. But we'll look into it more deeply in the next days.

Another test that you could do: Can you reduce the frame rate with fps_max to a low value, like 10, and then check if this affects the problem?

Re: postprocessing effect chain graphical anomaly [Re: jcl] #183372
02/15/08 16:40
02/15/08 16:40
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline OP
Senior Member
Zelek  Offline OP
Senior Member

Joined: Feb 2002
Posts: 357
Florida
I tried several frame rate values for fps_max and none seemed to make a difference.

Re: postprocessing effect chain graphical anomaly [Re: Zelek] #183373
02/16/08 13:57
02/16/08 13:57
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
fps_max doesn´t change something for me...
The problem only seems to appear when using more then one stage.
I updated my graphicscarddriver after this problem, but with no change.

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