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Possible rendering issue in OpenGL, D3D9, D3D8?

Questions, Tips&Tricks for the special patches
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ebd
OldUnreal Member
Posts: 30
Joined: Tue May 14, 2013 10:10 pm

Possible rendering issue in OpenGL, D3D9, D3D8?

Post by ebd »

I've noticed an issue in 227j_12 or so. I'm not sure if someone else has noticed and reported it yet and if so then ignore this thread and/or call me names for not paying attention.

Static meshes where at least one surface is transparent seem to draw in the incorrect order. I've noticed this in D3D9, D3D8, and OpenGL but not Software or D3D7.

[img]http://ebd.unrealsp.org/wips/comarpsion.jpg[/img]

For your convenience I have a level that highlights the issue here:
ebd.unrealsp.org/wips/static_mesh_misadventure.zip

MD5 of OpenGLDrv.dll: a9 63 b9 ab 9e 7f 17 45 f5 15 80 c6 fa 05 c6 1e

MD5 of D3D9Drv.dll: 78 44 41 95 46 a9 c0 b1 61 71 c6 13 73 da 25 fc

MD5 of D3D8Drv.dll: 62 92 f5 da e9 c8 74 79 c9 0c fb 36 ab 05 a6 42

Below are the settings from my Unreal.ini for the above 3 renderers

Code: Select all

[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
FullMeshRendering=True
ZRangeHack=True
NoAATiles=False
NumAASamples=4
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=True
SmoothMaskedTextures=False
FrameRateLimit=60
SwapInterval=-1
UseFragmentProgram=True
UseCVA=False
UseMultiDrawArrays=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=False
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=1
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
NoMaskedS3TC=False
MaxAnisotropy=16
UseTNT=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UsePalette=False
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DescFlags=0
Description=
SceneNodeHack=True

Code: Select all

[D3D9Drv.D3D9RenderDevice]
ZRangeHack=True
NoAATiles=False
NumAASamples=4
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=False
UseTripleBuffering=False
MaskedTextureHack=True
SmoothMaskedTextures=False
FrameRateLimit=60
SwapInterval=-1
UseFragmentProgram=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=2
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=4
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
UseTrilinear=True
UsePrecache=False
UsePalette=False
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DetailTextures=True
FullMeshRendering=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
SceneNodeHack=True

Code: Select all

[D3D8Drv.D3D8RenderDevice]
ZRangeHack=True
NoAATiles=False
NumAASamples=0
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=False
UseTripleBuffering=False
MaskedTextureHack=False
SmoothMaskedTextures=False
FrameRateLimit=60
SwapInterval=-1
UseVertexProgram=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=1
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=0
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
UseTrilinear=False
UsePrecache=False
UsePalette=False
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DetailTextures=False
FullMeshRendering=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
SceneNodeHack=True

I'll be watching the thread for when it is revealed that I am missing something or that the problem exists between my keyboard and chair
User avatar
Smirftsch
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Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
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Re: Possible rendering issue in OpenGL, D3D9, D3D8?

Post by Smirftsch »

hey ebd ;)
long time no see, you should contact me now and then for a later version although I believe that it wouldn't make a difference in this specific case :)

Will have a look, thanks for report.

[edit]After checking it- very much looks like a z-sorting issue.[/edit]
Last edited by Smirftsch on Mon Jul 20, 2015 11:01 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: Possible rendering issue in OpenGL, D3D9, D3D8?

Post by Smirftsch »

After some more checking...:)
You shouldn't put 2 brushes, especially with different attributes like PF_Masked, PF_Translucent etc. and position into 1 static mesh, it won't be able to sort it then correctly since its handled as one object. If you separate the bars from the vase f.e. you won't have such an issue.
Sometimes you have to lose a fight to win the war.
User avatar
ebd
OldUnreal Member
Posts: 30
Joined: Tue May 14, 2013 10:10 pm

Re: Possible rendering issue in OpenGL, D3D9, D3D8?

Post by ebd »

For the past year or so I've been less involved with Unreal which is why you haven't heard from me, but I have been working on a single player project on and off.

The example map was contrived for sure, but it came up in the project I was working on while using stock Unreal meshes in ways in which they were not intended. I'll have to be sure to avoid using certain meshes in the future. Thanks for looking into this.
User avatar
Smirftsch
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Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
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Re: Possible rendering issue in OpenGL, D3D9, D3D8?

Post by Smirftsch »

as said, if you want I'll PM you latest version. And you can use any mesh, but preferably "standalone" ;)
Sometimes you have to lose a fight to win the war.
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