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icon_project.png UFO: Alien Invasion / Open Bug report #3088 material system's dirtmap creates visible seams...
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alextishin (@alextishin) has been working on this issue since January 28, 2013 (20:48)
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Open
  • Priority
    3. Normal
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    Not triaged
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Description
[http://sourceforge.net/p/ufoai/bugs/3088 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 =====

====== mcr2010 (2011-12-27 22:54:19) ======

terrain parameter creates the same bug on the battlescape.
====== mcr2010 (2011-12-28 00:25:15) ======

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) ======

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) ======

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) ======

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???)
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