Grey boxes....

Grey boxes....

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Grey boxes....

Post by smoth »

Ok, so what is the deal with the grey boxes? They show up before unit icons. It looks terrible, is there a way to destroy thier existence in a mod setting? I really do not know what the deal is with them but most people I know are hating them and they seem to show up more now.

Just like the line move order, I expect to once again get ignored..
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: Grey boxes....

Post by Fanger »

What smoth said.. I havent seen em myself, but I have icon distance all the way down to minimum.. however they do exist given I have seen them in a screenshot smoth posted.. There ought to be no hardcoded icons..
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Grey boxes....

Post by Satirik »

on BA they are not grey but worse ... like a corrupted picture
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Grey boxes....

Post by trepan »

You're probably talking about the "far" unit drawing.
It is controlled by the config/registry UnitLodDist
setting, and also appears the source of the screen
flashing that folks have been complaining about.

I'm willing to provide a mod option to disable far
drawing (which is essentially just billboarding one
of several static images of the unit). Or maybe just
a set it up so that a UnitLodDist <= 0 disables them.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Grey boxes....

Post by Auswaschbar »

Why not just remove this "feature"?
Its unnecessary, broken and nobody uses it...
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Grey boxes....

Post by trepan »

- Everyone uses it (most just don't know).
- It is used for rendering features as well as units.
- It has the potential to greatly increase the rendering speed.

It'll take a look at fixing it up a bit. One obvious problem
(the flashing), is that the default framebuffer is used to
render the images. This could be done using an FBO (if
available), or deferring the rendering if not. The corrupted
images may be due to texture id mismanagement.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Grey boxes....

Post by smoth »

thanks trepan!
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Grey boxes....

Post by rattle »

What about using fog and not rendering units hidden by the fog as other games do?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Grey boxes....

Post by Tobi »

Not knowing of this thread I just changed it to defer fartexture rendering to begin of next frame, that fixes gray flashes for me.

Hopefully it doesn't interfere with your changes trepan, if you're already started on them.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Grey boxes....

Post by trepan »

I found an easier solution, glScissor(). It looks like
the glClear() calls are going outside the bounds.

The entire thing is in need of a cleanup (and not just
for the formatting nastiness). Using a magic color to
pick off transparent areas is bad, and the state
management is lacking. glPushMatrix() anyone?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Grey boxes....

Post by trepan »

Ah, I see you've already committed.
I'll dump my changes then.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Grey boxes....

Post by smoth »

Cool, so no more grey squares everywhere? AWESOME.

was getting pretty sick of small features turning into grey boxes... you know corpses rocks etc..
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Renofox
Posts: 25
Joined: 04 Jan 2007, 20:45

Re: Grey boxes....

Post by Renofox »

Lately I've been having the same problem, so what exactly do I need to do to fix it?
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Grey boxes....

Post by lurker »

Set the unit LOD distance higher than the icon distance. SpringSettings might incorrectly call it 'Unit detail". Bump that sucker up to 600.
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