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OPEN  Bug report #3088  -  material system's dirtmap creates visible seams...
Posted Dec 27, 2011 - updated Jan 28, 2013
alextishin (alextishin) has been working on this issue since January 28, 2013 (20:48)
Issue details
  • Type of issue
    Bug report
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    Not triaged
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  • Priority
    3. Normal
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Issue description
Item 3088 imported from sourceforge.net tracker on 2013-01-28 19:58:38

...exactly between the levels when used on vertical surfaces.

Screenshot of the problem see here: http://ufoai.ninex.info/forum/index.php/topic,6391.0.html

I am setting priority of this to 7, because when this is fixed massive improvements of the visual quality of the battlescape could be achieved via material system. For testing purposes I am uploading changes to excavation.mat to master, which do not hurt the eyes too much (most folks probably would not even notice the seams), but gives everyone attacking this bug a easy possibility for testing the fix.
Comments Ported from Sourceforge  ⇑ top
mcr2010 (2011-12-27 22:54:19)  ⇑ top
terrain parameter creates the same bug on the battlescape.
mcr2010 (2011-12-28 00:25:15)  ⇑ top
Please enable the commented code in materials/excavation.mat to be able to see the problem in-game The code is disabled for now to not produce any glitches for players. Here is the commit: http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=commit;h=1b274f10121a80482b6a2d1bfc2a59d3397c4f51
alextishin (2011-12-29 06:55:47)  ⇑ top
In the case of excavation map, problem is not the material system, but the map itself. There are geometry discontinueties between levels which form small ledges. They were camouflaged by the original low contrast, high-frequency textures, but became visible after application of high contrast, low-frequency dirtmap.
mcr2010 (2011-12-29 09:21:39)  ⇑ top
Thanx 4 looking into this - unfortunately these discontinueties between levels seem to exist on quite a few maps, is there any way we can fix this ?
alextishin (2012-07-30 11:17:42)  ⇑ top
Actually, there is other problem, too -- depth offset which is used to avoid z-fighting also cuses this effect, since 1-pxel edges of cap surfaces become visible (stencil them out, hmm???)
Steps to reproduce this issue
Nothing entered.